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UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/VT/VirtualTextureSystem.cpp

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
#include "VirtualTextureSystem.h"
#include "TexturePagePool.h"
#include "VirtualTextureSpace.h"
#include "VirtualTextureFeedback.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
#include "VirtualTexturing.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
#include "UniquePageList.h"
#include "Stats/Stats.h"
#include "SceneUtils.h"
#include "HAL/IConsoleManager.h"
DECLARE_STATS_GROUP( TEXT("Virtual Texturing"), STATGROUP_VirtualTexturing, STATCAT_Advanced );
DECLARE_CYCLE_STAT( TEXT("Feedback Analysis"), STAT_FeedbackAnalysis, STATGROUP_VirtualTexturing );
DECLARE_CYCLE_STAT( TEXT("VirtualTextureSystem Update"), STAT_VirtualTextureSystem_Update, STATGROUP_VirtualTexturing );
DECLARE_CYCLE_STAT( TEXT("Page Table Updates"), STAT_PageTableUpdates, STATGROUP_VirtualTexturing );
DECLARE_CYCLE_STAT( TEXT("UniquePageList ExpandByMips"), STAT_UniquePageList_ExpandByMips, STATGROUP_VirtualTexturing );
DECLARE_CYCLE_STAT( TEXT("UniquePageList Sort"), STAT_UniquePageList_Sort, STATGROUP_VirtualTexturing );
DECLARE_DWORD_COUNTER_STAT( TEXT("Num pages visible"), STAT_NumPagesVisible, STATGROUP_VirtualTexturing );
DECLARE_DWORD_COUNTER_STAT( TEXT("Num page requests"), STAT_NumPageRequests, STATGROUP_VirtualTexturing );
DECLARE_DWORD_COUNTER_STAT( TEXT("Num page requests resident"), STAT_NumPageRequestsResident, STATGROUP_VirtualTexturing );
DECLARE_DWORD_COUNTER_STAT( TEXT("Num page requests not resident"), STAT_NumPageRequestsNotResident, STATGROUP_VirtualTexturing );
DECLARE_DWORD_COUNTER_STAT( TEXT("Num page uploads"), STAT_NumPageUploads, STATGROUP_VirtualTexturing );
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914) ============================ MAJOR FEATURES & CHANGES ============================ Change 3873906 by Dan.Oconnor Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type #jira UE-51726 Change 3873614 by Dan.Oconnor Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled #jira UE-51726 Change 3873428 by Ben.Zeigler #jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget Copy of 3873408 Change 3873083 by Ethan.Geller [4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron Change 3872714 by Dan.Oconnor Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously #jira UE-53840 Change 3872648 by Ben.Zeigler #jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets Copy of CL #3872636 Change 3872500 by Arne.Schober Back out changelist 3870283 #jira UE-54838 Change 3872412 by Mark.Satterthwaite Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles. #jira UE-54853 Change 3872313 by Martin.Wilson Add UI to Live Link Client to warn live link users about background performance throttling #jira none Change 3872272 by Martin.Wilson Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance #jira none Change 3872238 by Mark.Satterthwaite Duplicate CL #3871025 Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders. #jira UE-54843 Change 3872087 by Yasiman.Ahsani Adding Python, libdisasm, musl, and LSS licenses. #JIRA n/a - adding licenses for new TPS Change 3872037 by Ben.Marsh BuildGraph: Add a task for compiling MSBuild projects. #jira Change 3871934 by Lina.Halper #jira: UE-54703 Change 3871595 by Michael.Trepka Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function #jira UE-54830 Change 3870829 by Joe.Barnes Fix unintentional change to PhysX libs used in Debug builds. #jira ue-54817 Change 3870820 by Nick.Atamas Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19) #jira UE-54816 Change 3870755 by Chance.Ivey Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas Change 3870547 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3870546 by Krzysztof.Narkowicz Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path #jira UE-54471 Change 3870284 by Ben.Zeigler #jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time Copy of CL #3870279 Change 3870283 by Arne.Schober SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary #jira none Change 3870098 by Ben.Marsh Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly. #jira UE-53855 Change 3870013 by Ben.Marsh UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked. #jira UE-54179 Change 3870010 by Ben.Marsh UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window. #jira Change 3869814 by Ben.Marsh UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported. Also remove the RemoteRoot option, which was not used anywhere. #jira Change 3869786 by Martin.Wilson Fix Live Link Remove Source button not working #Jira UE-54652 Change 3869660 by Martin.Wilson Fix missing message bus sources in the live link client (not repolling for new sources) #Jira UE-54712 Change 3869659 by Guillaume.Abadie Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame. Credits for fixing the issue to Ron Radeztsk. #jira UE-54780 Change 3869401 by Lauren.Ridge Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent #jira UE-51470 Change 3869384 by Brandon.Schaefer Open the project in the explorer when NullSourceCodeAccess is done creating the project #jira UE-54630 Change 3869308 by Ben.Marsh PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337) #jira UE-54568 Change 3869265 by Martin.Wilson Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin -Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory) -Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have) -rebuild binaries for Engine/Extras #Jira UE-54643 Change 3869206 by Benn.Gallagher Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application. #jira UE-54116 Change 3869064 by Benn.Gallagher Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function. #jira UE-52557 Change 3869062 by Guillaume.Abadie Fixes "dynamic resolution is not supported on this platform" warning message being always visible. #jira UE-54655 Change 3868202 by Lauren.Ridge Fix for assert on expanding vector param in layered material #jira UE-54737 Change 3868161 by zak.parrish Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639 Change 3867750 by Ethan.Geller [4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron Change 3867657 by Lauren.Ridge Adding if with editor wrapper to new function #jira cis fix Change 3867646 by Aaron.McLeran #jira UE-53867 Access violation on Switch when playing sound with specified time out of range Change 3867340 by Lauren.Ridge Fixes to Material Layers from 4.19 preview feedback -Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings) -Parent in function should be editable -Enforce only two layers in a blend -Mat layer should warn if it has incorrect output in the layer itself -Enforce not being able to delete outputs -Warn about creating a MAL node inside a function #jira UETOOL-1312 Change 3867317 by Aaron.McLeran #jira UE-53867 Access violation on Switch when playing sound with specified time out of range Change 3867000 by Lauren.Ridge Fix for folder favorites possibly becoming very large #jira UE-54704 Change 3866892 by Martin.Wilson Fix crash if clicking ok on message bus add source without having a source selected #jira UE-54572 Change 3866391 by Matt.Kuhlenschmidt Fix static analysis #jira UE-53379 Change 3866241 by Ryan.Vance #jira UE-54681 Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge. Change 3866071 by Nick.Shin UDN 412414 update HTMl5 readme file #jira none Change 3866005 by Max.Preussner Messaging: Preventing dangling references when removing message subscribers #jira UE-54680 Change 3865988 by Simon.Tourangeau Fix static analysis warnings #jira none Change 3865895 by zachary.wilson Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame. #JIRA UE-29618 Change 3865469 by Simon.Tourangeau Support for DX11 quad buffer stereo rendering #jira UEENT-704 Change 3865461 by Chris.Babcock Add a wait for audio thread to pause audio on going to background #jira UE-54301 #ue4 #android Change 3865350 by Matt.Kuhlenschmidt Fix issue where cascade emitter UI would disapper #jira UE-53379 Change 3865336 by Arne.Schober REL - Fix UE-52356 Bone Weight #jira UE-52356 Change 3865257 by Ben.Marsh Fix editor failing to load content-only projects when compiled in DebugGame. #jira UE-54661 Change 3865238 by Simon.Tovey Pulling Olaf's fix from 3832595 over to release #tests EngineTests boots in vulkan #JIRA UE-54394 Change 3865191 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 From //Dev-Mobile/3863322 Change 3865190 by Sorin.Gradinaru UE-54175 Selecting For Distribution no longer sets configuration to Shipping #UE4 #4.19 #jira UE-54175 From //Dev-Mobile/3863371 "For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845) Change 3865056 by Jamie.Dale Fixed culture being incorrect when added via the Localization Dashboard #jira none Change 3864826 by Max.Preussner WmfMedia: Added missing scope lock #jira UE-54365 Change 3864055 by Aaron.McLeran #jira UE-54213 Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects. Change 3863775 by Andrew.Porter MediaFrameworkTest: Removing Platform Media Source TVOS test content #jira UE-29618 Change 3863714 by Dan.Oconnor Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred #jira UE-54634 Change 3863696 by Max.Chen Sequencer: Fix crash open a new sequence while another is still active. #jira UE-54620 #jira UE-54624 Change 3863638 by Dan.Oconnor Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior #jira UE-54193 Change 3863494 by Jamie.Dale Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized #jira UE-54345 Change 3863433 by Max.Preussner MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets tvOS currently reports itself as iOS, so it cannot have its own setting. #jira UE-54559 Change 3863406 by Lauren.Ridge Fix for a crash when filtering a dropdown with no set value #jira UE-54631 Change 3863238 by Michael.Kirzinger #jira UE-52730: Fix mac voip crash Change 3862586 by Marc.Audy Clean up rendering thread heartbeat checks that got mangled in various integrations #jira Change 3862247 by Guillaume.Abadie Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel. #jira UE-53830 Change 3862120 by Guillaume.Abadie Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor. #jira UE-51458 Change 3861363 by Jamie.Dale Static analysis fixes #jira none Change 3861150 by Matt.Kuhlenschmidt Fix static mesh editor displaying 0 for all stats on LODs > 0 #jira UE-53776 Change 3860990 by Dan.Oconnor Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject #jira UE-54551 Change 3860972 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3860951 by Arne.Schober Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3860950 by tim.gautier QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions #jira UE-29618 Change 3860833 by Michael.Dupuis #jira UE-54181: Repopulate the foliage list when existing simulate mode Let the GC know that internal struct hold UObject ptr Change 3860762 by Jamie.Dale Ensure we invoke the correct version of Python from UBT #jira UE-54345 Change 3860676 by Simon.Tourangeau Remove DirectoryWatcher warning in output log #jira UEENT-846 Change 3860598 by Lauren.Ridge Fix for crash on opening new material instance #jira UE-54589 Change 3860338 by Michael.Lentine Integrate changes for fixing MorphTargets. #jira 54398 Change 3860215 by Ben.Marsh UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class. #jira UE-54578 Change 3860186 by Matt.Kuhlenschmidt Fix crash top 10 with the font editor shutting down and then a dpi event occuring #jira UE-54543 Change 3859854 by Graeme.Thornton PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed) #jira UE-51289 Change 3859848 by Graeme.Thornton Fix crypto.cs reading the wrong ini setting names for uasset encryption settings #jira UE-54566 Change 3859684 by Ben.Marsh PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey) #jira UE-54392 Change 3859657 by Ben.Marsh Fix FTransform being passed by value, causing alignment error when compiling for Win32. #jira Change 3859312 by nick.bullard Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278 Still need to update menu to remove selection #jira UE-50784 Change 3859278 by Nick.Bullard Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well. "This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only. We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time." #jira UE-50784 Change 3859124 by Dan.Oconnor Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16 #jira UE-54468 Change 3859086 by Ryan.Vance #jira UE-54470 We need to set the viewport in both cases. Change 3859006 by Dan.Oconnor Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class #jira UE-54541 Change 3858990 by mason.seay Cleaned up blueprints to remove compile errors #jira UE-29618 Change 3858945 by Aaron.McLeran #jira UE-54265 PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins) Change 3858719 by Aaron.McLeran #jira UE-54552 Fix for sample buffer reader Change 3858647 by Ethan.Geller PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel) #jira UE-54407 Change 3858364 by Michael.Dupuis #jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances. Change 3858268 by Dan.Oconnor Prevent postload logic running on REINST and SKEL classes #jira UE-54531 Change 3858205 by Mitchell.Wilson Removed particle looping from some emitters to resolve anim notify warnings. #jira UE-53823 Change 3858148 by Lauren.Ridge Changes based on Material Layer Feedback from previews - (Temporary) Disabled being able to create a layer or blend in the asset dropdown - Sections of the stack that have been disabled now inactivate that part of the UI - Create Function Instance now indicates if you are making a layer or a blend - Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead. #jira UETOOL-1328 Change 3857933 by Michael.Dupuis #jira UE-45854: Properly unregister callback when replacing foliage type with another one Change 3857898 by Michael.Dupuis #jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation Change 3857878 by Max.Chen Sequencer: Assign the sequence id after the template is compiled. Copy from Dev-Sequencer #jira UE-54462 Change 3857808 by Michael.Dupuis #jira UE-54421: Prevent edition during Simulate when clicking on actor Change 3857786 by Rolando.Caloca UE4.19 - Fix recompute tangents and skin cache for OpenGL #jira UE-42108 PR #3271 Change 3857549 by Lina.Halper another jittering issue due to revision number change clear the motion vector after compile #jira: UE-53930 Change 3857439 by Lina.Halper Clear motion vector when end of sequencer when in editor world #jira:UE-54057 Change 3857384 by Graeme.Thornton Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio #jira UE-50020 Change 3856596 by Chris.Babcock Fix ResonanceAudioApi Android library architecture filtering #jira UE-54478 #ue4 #android Change 3856449 by Michael.Dupuis #jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design. Change 3856415 by Dan.Oconnor Fix regression when loading instances that have had their class deleted. Issue detected by static analysis #jira UE-54467 Change 3856332 by Ben.Marsh Resaving TP_HandheldARBP assets to fix version again. #jira Change 3856319 by Ben.Marsh Back out changelist 3855588 Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0. #jira UE-54472 Change 3856292 by Ben.Marsh Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds. #jira UE-54448 Change 3856190 by Martin.Wilson Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too) #jira UE-54266 Change 3856169 by Ben.Marsh Tag XGEControlWorker.exe as a build product, so it's included in the binary distro. #jira UE-54283 Change 3856123 by Chris.Babcock Fix missing ARCore file #jira UE-54453 #ue4 #android Change 3856005 by Richard.Wallis Clone of Dev-Rendering CL 3855993 - turn off FShaderCache. #jira UE-52928 Change 3855961 by Jian.Ru Copy 3855047 - fix DFAO Nan problem #jira UE-54403 Change 3855811 by Martin.Wilson Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018) #jira none Change 3855758 by Cosmin.Sulea UE-53569 - tvOS does not package or launch-on #jira UE-53569 Change 3855727 by Ben.Marsh Resaving assets with a versioned build in the editor, to fix warnings building DDC. #jira Change 3855626 by Adrian.Siminciuc https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep) #jira UE-50979 Change 3855588 by Graeme.Thornton Fix visual studio solution path being incorrect for content projects #jira UE-50020 Change 3855283 by Ben.Marsh Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor. #jira Change 3855009 by Chance.Ivey Resaving with version number. #JIRA-54330 #rb none Change 3854943 by Dan.Oconnor Fix archetype lookup when searching hierarchy that has been partially reinstanced #jira UE-53840 Change 3854882 by Ryan.Vance #jira UE-54438 Removing vr related references to screen percentage. Removing previously removed gvr screen percentage code that came back in an integration from google. Change 3854806 by Mike.Beach Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up. #jira UE-54214 Change 3854680 by Chance.Ivey Saving assets with version number#JIRA UE-54330 #rb none Change 3854652 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3854605 by Dan.Oconnor Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't) #jira UE-53954 Change 3854274 by Brandon.Schaefer Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux #jira UE-54302 #codeview Arciel.Rekman Change 3854255 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. - Mirrored from //UE4/Dev-Framework (3853349). #jira UE-53960 Change 3854177 by Ethan.Geller #jira UE-54415 set EnabledByDefault to false for Resonance Audio Change 3854123 by Ethan.Geller #jira UE-54410 set AudioComponentID Change 3853775 by Lauren.Ridge Minor cleanup #jira UE-54054 Change 3853772 by Lauren.Ridge Don't create widgets when just testing if the selected widget is a replacement candidate #jira UE-54054 Change 3853715 by Rolando.Caloca UE4.19 - Fix for OpenGL overwriting texture units #jira UE-54401 Change 3853655 by Ben.Marsh Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders. #jira Change 3853535 by Ben.Marsh Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release. #jira Change 3852583 by Nick.Atamas Resaved assets so they don't produce DDC warnings. #jira none Change 3852552 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852354 by Nick.Atamas Hopefully fixes the static analysis warning from jira issue. #jira UE-54332 Change 3852281 by Nick.Atamas Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/... #jira UE-54331 Change 3852274 by Simon.Tourangeau Back out changelist 3851041 until Win7 issue is resolved. #jira UE-54354 Change 3852208 by Jamie.Dale Merging CL# 3821754 from //UE4/Dev-Enterprise Class property conversion now goes through NativizeClass/PythonizeClass This allows it to coerce from Python wrapped object types #jira none Change 3852202 by Jamie.Dale More explicit handling of EngineDir for Python SDK #jira UE-54345 Change 3851982 by Brandon.Schaefer Workaround using a hardcoded path #jira UE-54136 Change 3851748 by Michael.Dupuis #jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions Change 3851545 by Marc.Audy Remove debugging code that slipped in #jira none Change 3851461 by Ben.Marsh Fix #includes with backslashes from crashing UBT. #jira UE-53996 Change 3851391 by Jamie.Dale Updated Python to prefer our TPS SDK #jira UE-54345 Change 3851372 by Jamie.Dale Added bat file to copy the Python SDK into TPS #jira UE-54345 Change 3851218 by Ben.Marsh Add missing template to installed engine build. #jira UE-54339 Change 3851117 by andrew.porter QAGame: Removing duplicate map #jira UE-29618 Change 3851041 by Simon.Tourangeau Support for DX11 quad buffer stereo rendering #jira UEENT-704 Change 3850548 by Ben.Marsh Add TP_HandheldARBP to installed engine build. #jira Change 3850424 by Ben.Zeigler Fix reported memory for asset registry to be correct, extracted from a larger change #jira none Change 3850324 by Ryan.Vance #jira UEVR-1050 Hook up the Rift dynamic res to the new IDynamicResolutionState framework Change 3849819 by JeanLuc.Corenthin Unhide Datasmith plugins in "regular" projects to allow easy project conversion #jira UEENT-795 Change 3849302 by Martin.Wilson Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation) #jira none Change 3849238 by Max.Chen Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged. #jira UE-54248 Change 3849211 by Michael.Dupuis #jira UE-54181: Prevent foliage edition during PIE or simulate mode #coderevire jack.porter Change 3849123 by Benn.Gallagher Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices #jira UE-53741 Change 3849120 by Benn.Gallagher Fixed crash adding empty materials to destructible meshes in the destructible mesh editor #jira UE-53938 Change 3849047 by Jurre.deBaare Move material baking out of experimental #fix follow-up also remove the entry from experimental settings #jira UE-52685 Change 3848808 by Michael.Dupuis #jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now. Fixed dynamic shadow code path issue vs static code path Change 3848659 by Lina.Halper Fix issue with animation resetting in the sequencer #jira: UE-54047 Change 3848635 by Rolando.Caloca UE4.19 - Fix static analysis #jira UE-50449 Change 3848515 by Sorin.Gradinaru Unshelved from pending changelist '3843541': WebBrowser Android crash on 4.4.3 #jira UE-53247 #Android #4.19 Crash on Android 4.x.x caused by a call to a Api Level 21 method Change 3848514 by Jurre.deBaare Moving over: CL 3832173 "Failed to import Alembic files #jira UE-53941 #fix Change Alembic thirdparty library setup - Removed old unused library files - Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path - HDF5 is now build as a Dynamic library (which also enableds multi-threading) - Added DLLs for HDF5 to build.cs file CL 3838053 "Adding missing hdf5 dynamic libraries Change 3848245 by Ben.Marsh Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE. #jira UE-54237 Change 3847300 by Phillip.Kavan Fix shadowed local variable. #jira UE-54141 Change 3846922 by Max.Preussner ImgMedia: Fixed image media player never finished initialization if loading failed Copied from Dev-Sequencer CL# 3846902 #jira UE-54247 Change 3846831 by Arciel.Rekman Linux: only use lld for x86_64 (UE-54144). - lld support for other architectures seems to not ready for prime time. #jira UE-54144 Change 3846771 by Lauren.Ridge Material window now uses the background color set in preview scene. #jira UE-52215 Change 3846705 by Ben.Marsh Fix batch file paths not being quoted correctly when run through XGE. #jira Change 3846550 by Lauren.Ridge Toggling Show Background now updates the background as well #jira UE-52250 Change 3846417 by Matt.Kuhlenschmidt Fix crash resizing shootergame window #jira UE-53137 Change 3846295 by Rolando.Caloca UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android) #jira UE-50449 Change 3846273 by tim.gautier QAGame: Updating Material Layer test assets to include more Params - Added temp assets, quicker repros for bugs #jira UE-54176, UE-54165 Change 3846255 by Lauren.Ridge Parameter tab is the primary tab for material instances #jira UE-54092 Change 3846086 by Chris.Babcock Add missing SecureHash.h include #jira UE-54026 #PR #4417 #ue4 #android Change 3846049 by Martin.Wilson Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag) #jira UE-54220 Change 3846033 by Martin.Wilson Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself ) #Jira UE-54219 Change 3845991 by andrew.porter QAGame: Updating bindings on activechannels sequencer test content #jira UE-29618 Change 3845933 by Lauren.Ridge Check for original material being valid #jira UE-54166 Change 3845920 by Martin.Wilson Optimized redundant key removal #jira UE-51303 Change 3845812 by Matt.Kuhlenschmidt Fix not being able to change BSP brush shape #jira UE-53738 Change 3845790 by Martin.Wilson Fix for assert failure when accumulating root motion in debug. #jira UE-53955 Change 3845730 by JeanLuc.Corenthin Fix build breakage warning: resaved disc.uasset with 4.19.0 preview #1 failure: set the correct default mesh for AreaLightStruct.uasset #jira none Change 3845693 by Lina.Halper Fix issue with previewing pose asset with curve data #jira: UE-53967 Change 3845533 by Andrew.Rodham Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects #jira UE-54173 Change 3845472 by Thomas.Sarkanen Prevented debug object selection dropdown from displaying objects with pending kill outers #jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance Change 3845401 by Yannick.Lange Reverting thumbnail capture from viewport. #jira UE-53775 #jira UE-53701 Change 3844693 by JeanMichel.Dignard Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high. #jira UEENT-632 Change 3844689 by JeanLuc.Corenthin Update Datasmith content assets to latest Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803 Updated assets with correct release version Cleanup some paths on static meshes and texture #jira UEENT-759 #jira UEENT-657 Change 3844571 by Martin.Wilson Fix motion controller motion source pin still showing when pin is connected to something #Jira UE-53236 Change 3844564 by Martin.Wilson Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them #Jira UE-54174 Change 3844545 by Jamie.Dale No longer attempt to parse group separators for numeric inputs This avoids some ambiguity when parsing numbers for languages such as German #jira UE-54170 Change 3844221 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3843937 by JeanMichel.Dignard Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin). #jira UEENT-764 Change 3843929 by Peter.Sauerbrei pull over fix for bad directory when copying launch images #jira UE-53177 Change 3843658 by Thomas.Sarkanen Text is red again in anim viewports #jira UE-53224 - Colouring removed from "Animation is being edited" warning messages Change 3843657 by Thomas.Sarkanen Enable picking via Enter for details panel asset pickers The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira. #jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry Change 3843120 by Dan.Oconnor Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized #jira UE-54009 Change 3842841 by Ben.Zeigler #jira UE-50020 Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157 Change 3842582 by Lauren.Ridge Guards against the widget passed to scrollwidgetintoview being null #jira UE-54037 Change 3842575 by Max.Chen Sequence Recorder: Stop recording if the preview window is destroyed. #jira UE-49778 Change 3842551 by Michael.Dupuis #jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk. Change 3842371 by Max.Preussner Media: Merged 4.19 fixes from Dev-Sequencer CL 3807293 WmfMedia: Fixed YUY2 video format strides CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource CL 3804183 MediaAssets: Added missing lock in media sound component CL 3831580 MfMedia: Media open events generated in same order as on other platforms CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks #jira UE-53532 #jira UE-53328 Change 3842356 by Max.Preussner ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource #jira UE-51631 Change 3842335 by Aaron.McLeran #jira UE-54087 PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel) Change 3842286 by Rolando.Caloca UE4.19 - Fix for static analysis - Glslang 1.0.65.1 #jira UE-54128 Change 3842222 by andrew.porter QAGame: Updating framerate of EXR_Sequence #jira UE-29618 Change 3842211 by Ben.Marsh Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo(). #jira UE-54035 Change 3842163 by Cosmin.Sulea UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured #jira UE-53303 Change 3841770 by Max.Chen Sequencer: Fix to allow keying of an arbitrarily deep property path. #jira UE-54095 Change 3841758 by Max.Chen Sequencer: Fix unbound possessable components when pasting spawnables. #jira UE-54104 Change 3841415 by Lauren.Ridge Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack #jira UE-53942 Change 3841327 by Arciel.Rekman Linux: fix Debug build (UE-53855) - A workaround. UBT should be using proper PCH files instead. #jira UE-53855 Change 3840975 by Rolando.Caloca UE4.19 - Updated VulkanRHI - Fixes for GPU frame time - Fixes for CPU performance #jira UE-50449 Change 3840838 by Michael.Dupuis #jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash Change 3840693 by Ben.Zeigler #jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization Copy of CL #3840692 Change 3840680 by Aaron.McLeran Bringing fixes from Dev-AnimPhys to 4.19. #jira UE-53903 crash on load with oculus audio and old audio engine #jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine. Change 3840663 by Rolando.Caloca UE4.19 - Fix for layout ensure on HMD projects on Vulkan #jira UE-50265 Change 3840577 by Rolando.Caloca UE4.19 - Fix for CPUs with more than 16 cores #jira UE-53434 Change 3840551 by andrew.porter QAGame: Setting Allow Bindings from Asset to false #jira UE-29618 Change 3840491 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Copy of CL #3840489 Change 3840297 by Max.Chen Sequencer: Fix copy/paste crash for lights #jira UE-54084 Change 3840284 by Michael.Dupuis #jira UE-53053: Was having a mismatch between the remove reorder and the actual remove Change 3840215 by Sorin.Gradinaru Unshelved from pending changelist '3812852': UE-53550 Level doesn't render on Lenovo 939 UE-53592 Assertion right after rendering scene on Lenovo S939 #jira UE-53550 #jira UE-53592 #4.19 #Android UE-53550 Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices The problem was that the shader compiler complains about code lines before the #extension directives. Placeholder // end extensions in the original shader code - to be replaced with round() functions UE-53592 Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread Change 3840048 by Michael.Dupuis #jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate Change 3840005 by Richard.Wallis Clone of CL 3835252 Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook. Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook. Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin. #jira UE-53815 Change 3839968 by Michael.Dupuis #jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing ##codereview jack.porter Change 3839924 by Richard.Wallis Clone of CL 3838093 Fix for rewind / seek bugs in AvfMediaPlayer. - Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need. - Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either. - SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only. #jira UE-54019, UE-53027 Change 3839321 by andrew.porter QAGame: Adding missing bookmark to QA-Sequencer_Blending #jira UE-29618 Change 3839286 by Marcus.Wassmer Duplicate CL: 3823296 #jira UE-52784 Change 3839229 by Brandon.Schaefer Fix audio clean up crash when exiting PIE #jira UE-54050 #review-3839109 @Arciel.Rekman, @Aaron.McLeran Change 3839223 by andrew.porter QAGame: Rebinding pointlight actor to sequences #jira UE-29618 Change 3839098 by andrew.porter QAGame: Fixing missing sequencer blending test content #jira UE-29618 Change 3838919 by Mike.Erwin glTF: binary format's BIN chunk is not necessarily right after the JSON chunk. Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177 Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first. #jira UE-50695 Change 3838909 by Mike.Erwin glTF: base64 decoding of data buffers and images Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data. #jira UE-50695 Change 3838812 by Uriel.Doyon Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming. #jira none Change 3838773 by Lauren.Ridge Fixing material layer filters #jira UE-54064 Change 3838748 by Michael.Trepka Fixed EngineTest runtime warning caused by CL 3838626 #jira UE-53893 Change 3838730 by Max.Chen Sequencer: Add notification when the blend type is changed. #jira UE-54046 Change 3838626 by Michael.Trepka Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released. #jira UE-53893 Change 3838392 by Arciel.Rekman Fix assert on a policy removal (UE-54042). - Applying Gil's safe fix which just sweeps the problem under the rug. #jira UE-54042 Change 3838162 by Arciel.Rekman Linux: fix crash due to lambda lifetime issues (UE-54040). - The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+). #jira UE-54040 (Edigrating 3819174 to Release-4.19) Change 3838156 by Rolando.Caloca UE4.19 - Support for Vulkan devices that have no cached memory type #jira UE-54039 Change 3838096 by Brandon.Schaefer Set sound to unfocused volume multiplier if not focused #jira UE-51327 #review-3835736 arciel.rekman Change 3838087 by Brandon.Schaefer Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides #jira UE-53901 #review-3838088 arciel.rekman Change 3837072 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. - Mirrored from //UE4/Dev-Framework (3836768). #jira UE-53908 Change 3837071 by Phillip.Kavan Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled. - Mirrored from //UE4/Dev-Framework (3835944, 3835965). #jira UE-42614 Change 3837070 by Phillip.Kavan #4202 - Blueprint nativization bug fixes (PR). - Mirrored from //UE4/Dev-Framework (3830562, 3832292). #jira UE-52188 Change 3836507 by Ryan.Vance #jira UE-53992 Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions. Change 3836390 by Dan.Oconnor Fix failure to resolve archetype when using the compilation manager #jira UE-53840 Change 3836251 by Ryan.Vance #jira UE-53992 Change 3835852 by Mark.Satterthwaite Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3835802 by JeanMichel.Dignard UBT changes for Enterprise deployment - Allow building enterprise against an installed engine version - Added enterprise to the cleanup process if its not installed #jira UEENT-748 Change 3835625 by Bogdan.Vasilache UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning #jira UE-50257 Change 3833649 by Mike.Beach Enabling debug layer when multiview is enabled. #jira UE-49954 Change 3833525 by Ethan.Geller Fix copyright in ActiveSound.cpp #jira none #rb none Change 3642649 by Stewart.Lynch Renamed loctext key to stop it clashing with an existing entry #jira UE-49432 Change 3644762 by Stewart.Lynch LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv. * removed CheckSize arg from OnLowLevelFree * show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch. * minor optimization in LLMMap::GetMaxIndex - cache Mask value * added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv. * added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time. * renamed Binned stats to FMemory to make it more general * added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed. * added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing * fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type. * Trackers now maintain totals for each enum tag * tracking of Texture and mesh allocation on Windows D3D11 & D3D12 Change 3651334 by Joe.Barnes Fix misspelled function name. #jira 39441 #3016 Change 3653857 by Ben.Woodhouse Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/... Change 3656553 by Joe.Barnes Add path for SCS_DeviceDepth. Change 3662703 by Ben.Woodhouse Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...: [FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism - Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame. - Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe. - r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency. Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup. A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index. In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread. [~] Unified platform specific sync interval CVars into one: rhi.SyncInterval - 1 == 60Hz - 2 == 30Hz - 3 == 20Hz Change 3675239 by Keith.Judge Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit. #jira UE-50626 Change 3676709 by Ben.Woodhouse Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/... Change 3689712 by Ben.Woodhouse Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/... Change 3701778 by Ben.Woodhouse Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/... Change 3677043 by Ben.Woodhouse From StewartL: I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336 Change 3726532 by Luke.Thatcher [CONSOLE] [~] Enable XGE shader compilation by default. - Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently. Change 3726554 by Luke.Thatcher [CONSOLE] [+] Improved Scoped Named Events - Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings. - Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out. - Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings. Change 3751378 by Ben.Woodhouse Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/... Change 3751812 by Ben.Woodhouse Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/... Change 3728571 by Luke.Thatcher [CONSOLE] [!] Drop another XGE controller warning to log. Change 3747150 by Joe.Barnes Add AuthoringToolHelper.bat file to installed build copy list. Change 3768585 by Ben.Woodhouse Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/... Change 3772333 by Ben.Woodhouse Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/... Change 3786872 by Ben.Woodhouse Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/... Change 3787279 by Luke.Thatcher [CONSOLE] [~] Unified present threshold CVars. - CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom. - Platform implementations will be checked in shortly. Change 3787445 by Luke.Thatcher [CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console Original CLs - 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds. - 3712693 - Fix for crash on startup in new frame syncing. - 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off). Change 3788417 by Ben.Woodhouse Duplicate from FN CL 3712515 CSV profiler GPU and pre-declared stat support - refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds - add support for pre-declared CSV stats, using FNames (these are required for GPU stats) - add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats Change 3807818 by Ben.Woodhouse Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/... Change 3818577 by Ben.Woodhouse Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/... Change 3821198 by Ben.Woodhouse Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/... Change 3821519 by Ben.Woodhouse Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/... #robomerge none Change 3813513 by Ben.Woodhouse CSV profiler refactor+ bug fix - Move the CSV profiler to core, so we can use it in modules other than engine - Profiler no longer enqueues RT commands - this is handled by a new core delegate type - Make begin/end requests more robust, enqueued via a command queue and processed in order - Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated - Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures - Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now - Fix longstanding bug in first frame renderthread time in the engine Change 3814039 by Ben.Woodhouse More Csvprofiler improvements - Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data - Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types Change 3814041 by Ben.Woodhouse Integrate as edit CL 3796390 from Fortnite/Main: Fix CsvProfiler not compiling in shipping for now Change 3814229 by Ben.Woodhouse Integrate + refactor of CL 3792591 to reduce complexity and fix bugs Original changelist description: CSV profiler improvements: - The CSV profiler is now always compiled in on the server - The CSV profiler can now handle both int32 and float stats - In BeginCapture, the function can take additional arguments for some customization of filenames Fixes to the above: - Remove FCustomValue class - Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together) - FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value) - FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical - Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride Change 3814242 by Ben.Woodhouse Disable CSV unit stats on the dedicated server Change 3817339 by Ben.Woodhouse Duplicate from 3816641: CSV profiler improvements - Added a low-pri processing thread to compress raw timing data into a much more efficient format - Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB - Processing time : 0.1ms per frame - Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat - Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class - Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data - Reduced #include dependencies for CSVProfiler.h - Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity - Added a simple test harness Change 3817582 by Ben.Woodhouse Fix android compile warning Change 3823242 by Ben.Woodhouse Integrate as edit from Fortnite/Main 3820067: Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock. Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says: // This function should be used with caution. // It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should // not treat it as such. // E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called. Change 3823840 by Ben.Woodhouse Edigrate from 3823816 Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored. Change 3827787 by Ben.Woodhouse Integrate-as-edit CL 3820678 from Fortnite/Main Allow the CSV Profiler to be compiled in to shipping dedicated server builds Change 3827842 by Ben.Woodhouse Integrate-as-edit CL 3827079 from Fortnite/Main CSV profiler category support Change 3827918 by Luke.Thatcher [CONSOLE] [!] Fix compile error in CSV custom stats. Change 3827964 by Luke.Thatcher [CONSOLE] [!] Fix inverted logic and spelling of boolean. - Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool. Change 3831661 by Ben.Woodhouse Integrate-as-edit CL 3830630 from Fortnite/Main Fix CSVProfiler assert in dev builds on XB1 Change 3860300 by Joe.Barnes Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels. Change 3860347 by Joe.Barnes Delete existing SourceConfigFile before allocating a new one to prevent them leaking. Change 3860348 by Joe.Barnes Completely encapsulate GetLLMAlloc() in #ifdef. Change 3861772 by Ben.Woodhouse Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes Change 3861774 by Ben.Woodhouse Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW): D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3862214 by Ben.Woodhouse Integrate-as-edit CL 3859637 from Fortnite/Main Dynamic resolution console tweaks - Dynamic resolution high level switch driven by a cvar instead of code - Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability - Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds Change 3863919 by Ben.Woodhouse [Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639 Change 3864347 by Ben.Woodhouse Fix the editor build. This will need a proper fix before 4.19 ships. #lockdown Nick.Penwarden #rb none [CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
DECLARE_GPU_STAT( VirtualTexture );
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
static TAutoConsoleVariable<int32> CVarVTMaxUploadsPerFrame(
TEXT("r.VT.MaxUploadsPerFrame"),
16,
TEXT("Max number of page uploads per frame"),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<int32> CVarVTNumMipsToExpandRequests(
TEXT("r.VT.NumMipsToExpandRequests"),
3,
TEXT("Number of mip levels to request in addition to the original request"),
ECVF_RenderThreadSafe
);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
static TAutoConsoleVariable<int32> CVarVTEnableFeedBack(
TEXT("r.VT.EnableFeedBack"),
1,
TEXT("process readback buffer? dev option."),
ECVF_RenderThreadSafe
);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
static TAutoConsoleVariable<int32> CVarVTVerbose(
TEXT("r.VT.Verbose"),
0,
TEXT("Be pedantic about certain things that shouln't occur unless something is wrong. This may cause a lot of logspam 100's of lines per frame."),
ECVF_RenderThreadSafe
);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
FVirtualTextureSystem *GetVirtualTextureSystem()
{
static FVirtualTextureSystem VTSystem;
return &VTSystem;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
FVirtualTextureSystem::FVirtualTextureSystem()
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
: Frame(0),
bFlushCaches(false),
FlushCachesCommand(TEXT("r.VT.Flush"), TEXT("Flush all the physical caches in the VT system."),
FConsoleCommandDelegate::CreateRaw(this, &FVirtualTextureSystem::FlushCachesFromConsole)),
DumpCommand(TEXT("r.VT.Dump"), TEXT("Lot a whole lot of info on the VT system state."),
FConsoleCommandDelegate::CreateRaw(this, &FVirtualTextureSystem::DumpFromConsole))
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
{
for( int ID = 0; ID < 16; ID++ )
{
Spaces[ ID ] = nullptr;
}
}
FVirtualTextureSystem::~FVirtualTextureSystem()
{}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
void FVirtualTextureSystem::FlushCachesFromConsole()
{
// We defer the actual flush to the render thread in the Update function
bFlushCaches = true;
}
void FVirtualTextureSystem::DumpFromConsole()
{
for (int ID = 0; ID < 16; ID++)
{
FVirtualTextureSpace *Space = Spaces[ID];
if (Space == nullptr) continue;
UE_LOG(LogConsoleResponse, Display, TEXT("-= Space ID %i =-"), ID);
Space->Allocator.DumpToConsole();
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
void FVirtualTextureSystem::RegisterSpace( FVirtualTextureSpace* Space )
{
check( Space );
for( int ID = 0; ID < 16; ID++ )
{
if( Spaces[ ID ] == nullptr )
{
Spaces[ ID ] = Space;
Space->ID = ID;
return;
}
}
check(0);
}
void FVirtualTextureSystem::UnregisterSpace( FVirtualTextureSpace* Space )
{
check( Space );
check( Spaces[ Space->ID ] == Space );
Spaces[ Space->ID ] = nullptr;
Space->ID = 0xff;
}
void FVirtualTextureSystem::FeedbackAnalysis( FUniquePageList* RESTRICT RequestedPageList, const uint32* RESTRICT Buffer, uint32 Width, uint32 Height, uint32 Pitch )
{
SCOPE_CYCLE_COUNTER( STAT_FeedbackAnalysis );
// Combine simple runs of identical requests
uint32 LastPixel = 0xffffffff;
uint32 LastPage = 0xffffffff;
uint32 LastCount = 0;
for( uint32 y = 0; y < Height; y++ )
{
for( uint32 x = 0; x < Width; x++ )
{
const uint32 Pixel = Buffer[ x + y * Pitch ];
if( Pixel == 0xffffffff )
{
continue;
}
if( Pixel == LastPixel )
{
LastCount++;
continue;
}
// Decode pixel encoding
const uint32 PageX = ( Pixel >> 0 ) & 0xfff;
const uint32 PageY = ( Pixel >> 12 ) & 0xfff;
const uint32 Level = ( Pixel >> 24 ) & 0xf;
const uint32 ID = ( Pixel >> 28 );
const uint32 MaxLevel = RequestedPageList->NumLevels[ ID ] - 1;
uint32 vAddress = FMath::MortonCode2( PageX ) | ( FMath::MortonCode2( PageY ) << 1 );
uint32 vLevel = FMath::Min( Level, MaxLevel );
uint32 vDimensions = RequestedPageList->Dimensions[ ID ];
// Mask out low bits
vAddress &= 0xffffffff << ( vDimensions * vLevel );
uint32 Page = EncodePage( ID, vLevel, vAddress );
if( Page == LastPage )
{
LastCount++;
continue;
}
if( LastPage != 0xffffffff )
{
RequestedPageList->Add( LastPage, LastCount );
}
LastPixel = Pixel;
LastPage = Page;
LastCount = 1;
}
}
if( LastPage != 0xffffffff )
{
RequestedPageList->Add( LastPage, LastCount );
}
}
void FVirtualTextureSystem::Update( FRHICommandListImmediate& RHICmdList, ERHIFeatureLevel::Type FeatureLevel )
{
SCOPE_CYCLE_COUNTER( STAT_VirtualTextureSystem_Update );
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914) ============================ MAJOR FEATURES & CHANGES ============================ Change 3873906 by Dan.Oconnor Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type #jira UE-51726 Change 3873614 by Dan.Oconnor Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled #jira UE-51726 Change 3873428 by Ben.Zeigler #jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget Copy of 3873408 Change 3873083 by Ethan.Geller [4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron Change 3872714 by Dan.Oconnor Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously #jira UE-53840 Change 3872648 by Ben.Zeigler #jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets Copy of CL #3872636 Change 3872500 by Arne.Schober Back out changelist 3870283 #jira UE-54838 Change 3872412 by Mark.Satterthwaite Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles. #jira UE-54853 Change 3872313 by Martin.Wilson Add UI to Live Link Client to warn live link users about background performance throttling #jira none Change 3872272 by Martin.Wilson Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance #jira none Change 3872238 by Mark.Satterthwaite Duplicate CL #3871025 Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders. #jira UE-54843 Change 3872087 by Yasiman.Ahsani Adding Python, libdisasm, musl, and LSS licenses. #JIRA n/a - adding licenses for new TPS Change 3872037 by Ben.Marsh BuildGraph: Add a task for compiling MSBuild projects. #jira Change 3871934 by Lina.Halper #jira: UE-54703 Change 3871595 by Michael.Trepka Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function #jira UE-54830 Change 3870829 by Joe.Barnes Fix unintentional change to PhysX libs used in Debug builds. #jira ue-54817 Change 3870820 by Nick.Atamas Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19) #jira UE-54816 Change 3870755 by Chance.Ivey Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas Change 3870547 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3870546 by Krzysztof.Narkowicz Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path #jira UE-54471 Change 3870284 by Ben.Zeigler #jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time Copy of CL #3870279 Change 3870283 by Arne.Schober SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary #jira none Change 3870098 by Ben.Marsh Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly. #jira UE-53855 Change 3870013 by Ben.Marsh UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked. #jira UE-54179 Change 3870010 by Ben.Marsh UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window. #jira Change 3869814 by Ben.Marsh UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported. Also remove the RemoteRoot option, which was not used anywhere. #jira Change 3869786 by Martin.Wilson Fix Live Link Remove Source button not working #Jira UE-54652 Change 3869660 by Martin.Wilson Fix missing message bus sources in the live link client (not repolling for new sources) #Jira UE-54712 Change 3869659 by Guillaume.Abadie Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame. Credits for fixing the issue to Ron Radeztsk. #jira UE-54780 Change 3869401 by Lauren.Ridge Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent #jira UE-51470 Change 3869384 by Brandon.Schaefer Open the project in the explorer when NullSourceCodeAccess is done creating the project #jira UE-54630 Change 3869308 by Ben.Marsh PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337) #jira UE-54568 Change 3869265 by Martin.Wilson Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin -Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory) -Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have) -rebuild binaries for Engine/Extras #Jira UE-54643 Change 3869206 by Benn.Gallagher Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application. #jira UE-54116 Change 3869064 by Benn.Gallagher Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function. #jira UE-52557 Change 3869062 by Guillaume.Abadie Fixes "dynamic resolution is not supported on this platform" warning message being always visible. #jira UE-54655 Change 3868202 by Lauren.Ridge Fix for assert on expanding vector param in layered material #jira UE-54737 Change 3868161 by zak.parrish Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639 Change 3867750 by Ethan.Geller [4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron Change 3867657 by Lauren.Ridge Adding if with editor wrapper to new function #jira cis fix Change 3867646 by Aaron.McLeran #jira UE-53867 Access violation on Switch when playing sound with specified time out of range Change 3867340 by Lauren.Ridge Fixes to Material Layers from 4.19 preview feedback -Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings) -Parent in function should be editable -Enforce only two layers in a blend -Mat layer should warn if it has incorrect output in the layer itself -Enforce not being able to delete outputs -Warn about creating a MAL node inside a function #jira UETOOL-1312 Change 3867317 by Aaron.McLeran #jira UE-53867 Access violation on Switch when playing sound with specified time out of range Change 3867000 by Lauren.Ridge Fix for folder favorites possibly becoming very large #jira UE-54704 Change 3866892 by Martin.Wilson Fix crash if clicking ok on message bus add source without having a source selected #jira UE-54572 Change 3866391 by Matt.Kuhlenschmidt Fix static analysis #jira UE-53379 Change 3866241 by Ryan.Vance #jira UE-54681 Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge. Change 3866071 by Nick.Shin UDN 412414 update HTMl5 readme file #jira none Change 3866005 by Max.Preussner Messaging: Preventing dangling references when removing message subscribers #jira UE-54680 Change 3865988 by Simon.Tourangeau Fix static analysis warnings #jira none Change 3865895 by zachary.wilson Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame. #JIRA UE-29618 Change 3865469 by Simon.Tourangeau Support for DX11 quad buffer stereo rendering #jira UEENT-704 Change 3865461 by Chris.Babcock Add a wait for audio thread to pause audio on going to background #jira UE-54301 #ue4 #android Change 3865350 by Matt.Kuhlenschmidt Fix issue where cascade emitter UI would disapper #jira UE-53379 Change 3865336 by Arne.Schober REL - Fix UE-52356 Bone Weight #jira UE-52356 Change 3865257 by Ben.Marsh Fix editor failing to load content-only projects when compiled in DebugGame. #jira UE-54661 Change 3865238 by Simon.Tovey Pulling Olaf's fix from 3832595 over to release #tests EngineTests boots in vulkan #JIRA UE-54394 Change 3865191 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 From //Dev-Mobile/3863322 Change 3865190 by Sorin.Gradinaru UE-54175 Selecting For Distribution no longer sets configuration to Shipping #UE4 #4.19 #jira UE-54175 From //Dev-Mobile/3863371 "For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845) Change 3865056 by Jamie.Dale Fixed culture being incorrect when added via the Localization Dashboard #jira none Change 3864826 by Max.Preussner WmfMedia: Added missing scope lock #jira UE-54365 Change 3864055 by Aaron.McLeran #jira UE-54213 Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects. Change 3863775 by Andrew.Porter MediaFrameworkTest: Removing Platform Media Source TVOS test content #jira UE-29618 Change 3863714 by Dan.Oconnor Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred #jira UE-54634 Change 3863696 by Max.Chen Sequencer: Fix crash open a new sequence while another is still active. #jira UE-54620 #jira UE-54624 Change 3863638 by Dan.Oconnor Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior #jira UE-54193 Change 3863494 by Jamie.Dale Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized #jira UE-54345 Change 3863433 by Max.Preussner MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets tvOS currently reports itself as iOS, so it cannot have its own setting. #jira UE-54559 Change 3863406 by Lauren.Ridge Fix for a crash when filtering a dropdown with no set value #jira UE-54631 Change 3863238 by Michael.Kirzinger #jira UE-52730: Fix mac voip crash Change 3862586 by Marc.Audy Clean up rendering thread heartbeat checks that got mangled in various integrations #jira Change 3862247 by Guillaume.Abadie Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel. #jira UE-53830 Change 3862120 by Guillaume.Abadie Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor. #jira UE-51458 Change 3861363 by Jamie.Dale Static analysis fixes #jira none Change 3861150 by Matt.Kuhlenschmidt Fix static mesh editor displaying 0 for all stats on LODs > 0 #jira UE-53776 Change 3860990 by Dan.Oconnor Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject #jira UE-54551 Change 3860972 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3860951 by Arne.Schober Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3860950 by tim.gautier QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions #jira UE-29618 Change 3860833 by Michael.Dupuis #jira UE-54181: Repopulate the foliage list when existing simulate mode Let the GC know that internal struct hold UObject ptr Change 3860762 by Jamie.Dale Ensure we invoke the correct version of Python from UBT #jira UE-54345 Change 3860676 by Simon.Tourangeau Remove DirectoryWatcher warning in output log #jira UEENT-846 Change 3860598 by Lauren.Ridge Fix for crash on opening new material instance #jira UE-54589 Change 3860338 by Michael.Lentine Integrate changes for fixing MorphTargets. #jira 54398 Change 3860215 by Ben.Marsh UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class. #jira UE-54578 Change 3860186 by Matt.Kuhlenschmidt Fix crash top 10 with the font editor shutting down and then a dpi event occuring #jira UE-54543 Change 3859854 by Graeme.Thornton PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed) #jira UE-51289 Change 3859848 by Graeme.Thornton Fix crypto.cs reading the wrong ini setting names for uasset encryption settings #jira UE-54566 Change 3859684 by Ben.Marsh PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey) #jira UE-54392 Change 3859657 by Ben.Marsh Fix FTransform being passed by value, causing alignment error when compiling for Win32. #jira Change 3859312 by nick.bullard Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278 Still need to update menu to remove selection #jira UE-50784 Change 3859278 by Nick.Bullard Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well. "This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only. We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time." #jira UE-50784 Change 3859124 by Dan.Oconnor Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16 #jira UE-54468 Change 3859086 by Ryan.Vance #jira UE-54470 We need to set the viewport in both cases. Change 3859006 by Dan.Oconnor Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class #jira UE-54541 Change 3858990 by mason.seay Cleaned up blueprints to remove compile errors #jira UE-29618 Change 3858945 by Aaron.McLeran #jira UE-54265 PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins) Change 3858719 by Aaron.McLeran #jira UE-54552 Fix for sample buffer reader Change 3858647 by Ethan.Geller PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel) #jira UE-54407 Change 3858364 by Michael.Dupuis #jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances. Change 3858268 by Dan.Oconnor Prevent postload logic running on REINST and SKEL classes #jira UE-54531 Change 3858205 by Mitchell.Wilson Removed particle looping from some emitters to resolve anim notify warnings. #jira UE-53823 Change 3858148 by Lauren.Ridge Changes based on Material Layer Feedback from previews - (Temporary) Disabled being able to create a layer or blend in the asset dropdown - Sections of the stack that have been disabled now inactivate that part of the UI - Create Function Instance now indicates if you are making a layer or a blend - Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead. #jira UETOOL-1328 Change 3857933 by Michael.Dupuis #jira UE-45854: Properly unregister callback when replacing foliage type with another one Change 3857898 by Michael.Dupuis #jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation Change 3857878 by Max.Chen Sequencer: Assign the sequence id after the template is compiled. Copy from Dev-Sequencer #jira UE-54462 Change 3857808 by Michael.Dupuis #jira UE-54421: Prevent edition during Simulate when clicking on actor Change 3857786 by Rolando.Caloca UE4.19 - Fix recompute tangents and skin cache for OpenGL #jira UE-42108 PR #3271 Change 3857549 by Lina.Halper another jittering issue due to revision number change clear the motion vector after compile #jira: UE-53930 Change 3857439 by Lina.Halper Clear motion vector when end of sequencer when in editor world #jira:UE-54057 Change 3857384 by Graeme.Thornton Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio #jira UE-50020 Change 3856596 by Chris.Babcock Fix ResonanceAudioApi Android library architecture filtering #jira UE-54478 #ue4 #android Change 3856449 by Michael.Dupuis #jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design. Change 3856415 by Dan.Oconnor Fix regression when loading instances that have had their class deleted. Issue detected by static analysis #jira UE-54467 Change 3856332 by Ben.Marsh Resaving TP_HandheldARBP assets to fix version again. #jira Change 3856319 by Ben.Marsh Back out changelist 3855588 Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0. #jira UE-54472 Change 3856292 by Ben.Marsh Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds. #jira UE-54448 Change 3856190 by Martin.Wilson Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too) #jira UE-54266 Change 3856169 by Ben.Marsh Tag XGEControlWorker.exe as a build product, so it's included in the binary distro. #jira UE-54283 Change 3856123 by Chris.Babcock Fix missing ARCore file #jira UE-54453 #ue4 #android Change 3856005 by Richard.Wallis Clone of Dev-Rendering CL 3855993 - turn off FShaderCache. #jira UE-52928 Change 3855961 by Jian.Ru Copy 3855047 - fix DFAO Nan problem #jira UE-54403 Change 3855811 by Martin.Wilson Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018) #jira none Change 3855758 by Cosmin.Sulea UE-53569 - tvOS does not package or launch-on #jira UE-53569 Change 3855727 by Ben.Marsh Resaving assets with a versioned build in the editor, to fix warnings building DDC. #jira Change 3855626 by Adrian.Siminciuc https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep) #jira UE-50979 Change 3855588 by Graeme.Thornton Fix visual studio solution path being incorrect for content projects #jira UE-50020 Change 3855283 by Ben.Marsh Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor. #jira Change 3855009 by Chance.Ivey Resaving with version number. #JIRA-54330 #rb none Change 3854943 by Dan.Oconnor Fix archetype lookup when searching hierarchy that has been partially reinstanced #jira UE-53840 Change 3854882 by Ryan.Vance #jira UE-54438 Removing vr related references to screen percentage. Removing previously removed gvr screen percentage code that came back in an integration from google. Change 3854806 by Mike.Beach Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up. #jira UE-54214 Change 3854680 by Chance.Ivey Saving assets with version number#JIRA UE-54330 #rb none Change 3854652 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3854605 by Dan.Oconnor Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't) #jira UE-53954 Change 3854274 by Brandon.Schaefer Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux #jira UE-54302 #codeview Arciel.Rekman Change 3854255 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. - Mirrored from //UE4/Dev-Framework (3853349). #jira UE-53960 Change 3854177 by Ethan.Geller #jira UE-54415 set EnabledByDefault to false for Resonance Audio Change 3854123 by Ethan.Geller #jira UE-54410 set AudioComponentID Change 3853775 by Lauren.Ridge Minor cleanup #jira UE-54054 Change 3853772 by Lauren.Ridge Don't create widgets when just testing if the selected widget is a replacement candidate #jira UE-54054 Change 3853715 by Rolando.Caloca UE4.19 - Fix for OpenGL overwriting texture units #jira UE-54401 Change 3853655 by Ben.Marsh Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders. #jira Change 3853535 by Ben.Marsh Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release. #jira Change 3852583 by Nick.Atamas Resaved assets so they don't produce DDC warnings. #jira none Change 3852552 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852354 by Nick.Atamas Hopefully fixes the static analysis warning from jira issue. #jira UE-54332 Change 3852281 by Nick.Atamas Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/... #jira UE-54331 Change 3852274 by Simon.Tourangeau Back out changelist 3851041 until Win7 issue is resolved. #jira UE-54354 Change 3852208 by Jamie.Dale Merging CL# 3821754 from //UE4/Dev-Enterprise Class property conversion now goes through NativizeClass/PythonizeClass This allows it to coerce from Python wrapped object types #jira none Change 3852202 by Jamie.Dale More explicit handling of EngineDir for Python SDK #jira UE-54345 Change 3851982 by Brandon.Schaefer Workaround using a hardcoded path #jira UE-54136 Change 3851748 by Michael.Dupuis #jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions Change 3851545 by Marc.Audy Remove debugging code that slipped in #jira none Change 3851461 by Ben.Marsh Fix #includes with backslashes from crashing UBT. #jira UE-53996 Change 3851391 by Jamie.Dale Updated Python to prefer our TPS SDK #jira UE-54345 Change 3851372 by Jamie.Dale Added bat file to copy the Python SDK into TPS #jira UE-54345 Change 3851218 by Ben.Marsh Add missing template to installed engine build. #jira UE-54339 Change 3851117 by andrew.porter QAGame: Removing duplicate map #jira UE-29618 Change 3851041 by Simon.Tourangeau Support for DX11 quad buffer stereo rendering #jira UEENT-704 Change 3850548 by Ben.Marsh Add TP_HandheldARBP to installed engine build. #jira Change 3850424 by Ben.Zeigler Fix reported memory for asset registry to be correct, extracted from a larger change #jira none Change 3850324 by Ryan.Vance #jira UEVR-1050 Hook up the Rift dynamic res to the new IDynamicResolutionState framework Change 3849819 by JeanLuc.Corenthin Unhide Datasmith plugins in "regular" projects to allow easy project conversion #jira UEENT-795 Change 3849302 by Martin.Wilson Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation) #jira none Change 3849238 by Max.Chen Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged. #jira UE-54248 Change 3849211 by Michael.Dupuis #jira UE-54181: Prevent foliage edition during PIE or simulate mode #coderevire jack.porter Change 3849123 by Benn.Gallagher Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices #jira UE-53741 Change 3849120 by Benn.Gallagher Fixed crash adding empty materials to destructible meshes in the destructible mesh editor #jira UE-53938 Change 3849047 by Jurre.deBaare Move material baking out of experimental #fix follow-up also remove the entry from experimental settings #jira UE-52685 Change 3848808 by Michael.Dupuis #jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now. Fixed dynamic shadow code path issue vs static code path Change 3848659 by Lina.Halper Fix issue with animation resetting in the sequencer #jira: UE-54047 Change 3848635 by Rolando.Caloca UE4.19 - Fix static analysis #jira UE-50449 Change 3848515 by Sorin.Gradinaru Unshelved from pending changelist '3843541': WebBrowser Android crash on 4.4.3 #jira UE-53247 #Android #4.19 Crash on Android 4.x.x caused by a call to a Api Level 21 method Change 3848514 by Jurre.deBaare Moving over: CL 3832173 "Failed to import Alembic files #jira UE-53941 #fix Change Alembic thirdparty library setup - Removed old unused library files - Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path - HDF5 is now build as a Dynamic library (which also enableds multi-threading) - Added DLLs for HDF5 to build.cs file CL 3838053 "Adding missing hdf5 dynamic libraries Change 3848245 by Ben.Marsh Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE. #jira UE-54237 Change 3847300 by Phillip.Kavan Fix shadowed local variable. #jira UE-54141 Change 3846922 by Max.Preussner ImgMedia: Fixed image media player never finished initialization if loading failed Copied from Dev-Sequencer CL# 3846902 #jira UE-54247 Change 3846831 by Arciel.Rekman Linux: only use lld for x86_64 (UE-54144). - lld support for other architectures seems to not ready for prime time. #jira UE-54144 Change 3846771 by Lauren.Ridge Material window now uses the background color set in preview scene. #jira UE-52215 Change 3846705 by Ben.Marsh Fix batch file paths not being quoted correctly when run through XGE. #jira Change 3846550 by Lauren.Ridge Toggling Show Background now updates the background as well #jira UE-52250 Change 3846417 by Matt.Kuhlenschmidt Fix crash resizing shootergame window #jira UE-53137 Change 3846295 by Rolando.Caloca UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android) #jira UE-50449 Change 3846273 by tim.gautier QAGame: Updating Material Layer test assets to include more Params - Added temp assets, quicker repros for bugs #jira UE-54176, UE-54165 Change 3846255 by Lauren.Ridge Parameter tab is the primary tab for material instances #jira UE-54092 Change 3846086 by Chris.Babcock Add missing SecureHash.h include #jira UE-54026 #PR #4417 #ue4 #android Change 3846049 by Martin.Wilson Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag) #jira UE-54220 Change 3846033 by Martin.Wilson Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself ) #Jira UE-54219 Change 3845991 by andrew.porter QAGame: Updating bindings on activechannels sequencer test content #jira UE-29618 Change 3845933 by Lauren.Ridge Check for original material being valid #jira UE-54166 Change 3845920 by Martin.Wilson Optimized redundant key removal #jira UE-51303 Change 3845812 by Matt.Kuhlenschmidt Fix not being able to change BSP brush shape #jira UE-53738 Change 3845790 by Martin.Wilson Fix for assert failure when accumulating root motion in debug. #jira UE-53955 Change 3845730 by JeanLuc.Corenthin Fix build breakage warning: resaved disc.uasset with 4.19.0 preview #1 failure: set the correct default mesh for AreaLightStruct.uasset #jira none Change 3845693 by Lina.Halper Fix issue with previewing pose asset with curve data #jira: UE-53967 Change 3845533 by Andrew.Rodham Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects #jira UE-54173 Change 3845472 by Thomas.Sarkanen Prevented debug object selection dropdown from displaying objects with pending kill outers #jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance Change 3845401 by Yannick.Lange Reverting thumbnail capture from viewport. #jira UE-53775 #jira UE-53701 Change 3844693 by JeanMichel.Dignard Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high. #jira UEENT-632 Change 3844689 by JeanLuc.Corenthin Update Datasmith content assets to latest Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803 Updated assets with correct release version Cleanup some paths on static meshes and texture #jira UEENT-759 #jira UEENT-657 Change 3844571 by Martin.Wilson Fix motion controller motion source pin still showing when pin is connected to something #Jira UE-53236 Change 3844564 by Martin.Wilson Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them #Jira UE-54174 Change 3844545 by Jamie.Dale No longer attempt to parse group separators for numeric inputs This avoids some ambiguity when parsing numbers for languages such as German #jira UE-54170 Change 3844221 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3843937 by JeanMichel.Dignard Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin). #jira UEENT-764 Change 3843929 by Peter.Sauerbrei pull over fix for bad directory when copying launch images #jira UE-53177 Change 3843658 by Thomas.Sarkanen Text is red again in anim viewports #jira UE-53224 - Colouring removed from "Animation is being edited" warning messages Change 3843657 by Thomas.Sarkanen Enable picking via Enter for details panel asset pickers The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira. #jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry Change 3843120 by Dan.Oconnor Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized #jira UE-54009 Change 3842841 by Ben.Zeigler #jira UE-50020 Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157 Change 3842582 by Lauren.Ridge Guards against the widget passed to scrollwidgetintoview being null #jira UE-54037 Change 3842575 by Max.Chen Sequence Recorder: Stop recording if the preview window is destroyed. #jira UE-49778 Change 3842551 by Michael.Dupuis #jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk. Change 3842371 by Max.Preussner Media: Merged 4.19 fixes from Dev-Sequencer CL 3807293 WmfMedia: Fixed YUY2 video format strides CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource CL 3804183 MediaAssets: Added missing lock in media sound component CL 3831580 MfMedia: Media open events generated in same order as on other platforms CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks #jira UE-53532 #jira UE-53328 Change 3842356 by Max.Preussner ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource #jira UE-51631 Change 3842335 by Aaron.McLeran #jira UE-54087 PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel) Change 3842286 by Rolando.Caloca UE4.19 - Fix for static analysis - Glslang 1.0.65.1 #jira UE-54128 Change 3842222 by andrew.porter QAGame: Updating framerate of EXR_Sequence #jira UE-29618 Change 3842211 by Ben.Marsh Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo(). #jira UE-54035 Change 3842163 by Cosmin.Sulea UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured #jira UE-53303 Change 3841770 by Max.Chen Sequencer: Fix to allow keying of an arbitrarily deep property path. #jira UE-54095 Change 3841758 by Max.Chen Sequencer: Fix unbound possessable components when pasting spawnables. #jira UE-54104 Change 3841415 by Lauren.Ridge Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack #jira UE-53942 Change 3841327 by Arciel.Rekman Linux: fix Debug build (UE-53855) - A workaround. UBT should be using proper PCH files instead. #jira UE-53855 Change 3840975 by Rolando.Caloca UE4.19 - Updated VulkanRHI - Fixes for GPU frame time - Fixes for CPU performance #jira UE-50449 Change 3840838 by Michael.Dupuis #jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash Change 3840693 by Ben.Zeigler #jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization Copy of CL #3840692 Change 3840680 by Aaron.McLeran Bringing fixes from Dev-AnimPhys to 4.19. #jira UE-53903 crash on load with oculus audio and old audio engine #jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine. Change 3840663 by Rolando.Caloca UE4.19 - Fix for layout ensure on HMD projects on Vulkan #jira UE-50265 Change 3840577 by Rolando.Caloca UE4.19 - Fix for CPUs with more than 16 cores #jira UE-53434 Change 3840551 by andrew.porter QAGame: Setting Allow Bindings from Asset to false #jira UE-29618 Change 3840491 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Copy of CL #3840489 Change 3840297 by Max.Chen Sequencer: Fix copy/paste crash for lights #jira UE-54084 Change 3840284 by Michael.Dupuis #jira UE-53053: Was having a mismatch between the remove reorder and the actual remove Change 3840215 by Sorin.Gradinaru Unshelved from pending changelist '3812852': UE-53550 Level doesn't render on Lenovo 939 UE-53592 Assertion right after rendering scene on Lenovo S939 #jira UE-53550 #jira UE-53592 #4.19 #Android UE-53550 Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices The problem was that the shader compiler complains about code lines before the #extension directives. Placeholder // end extensions in the original shader code - to be replaced with round() functions UE-53592 Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread Change 3840048 by Michael.Dupuis #jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate Change 3840005 by Richard.Wallis Clone of CL 3835252 Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook. Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook. Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin. #jira UE-53815 Change 3839968 by Michael.Dupuis #jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing ##codereview jack.porter Change 3839924 by Richard.Wallis Clone of CL 3838093 Fix for rewind / seek bugs in AvfMediaPlayer. - Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need. - Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either. - SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only. #jira UE-54019, UE-53027 Change 3839321 by andrew.porter QAGame: Adding missing bookmark to QA-Sequencer_Blending #jira UE-29618 Change 3839286 by Marcus.Wassmer Duplicate CL: 3823296 #jira UE-52784 Change 3839229 by Brandon.Schaefer Fix audio clean up crash when exiting PIE #jira UE-54050 #review-3839109 @Arciel.Rekman, @Aaron.McLeran Change 3839223 by andrew.porter QAGame: Rebinding pointlight actor to sequences #jira UE-29618 Change 3839098 by andrew.porter QAGame: Fixing missing sequencer blending test content #jira UE-29618 Change 3838919 by Mike.Erwin glTF: binary format's BIN chunk is not necessarily right after the JSON chunk. Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177 Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first. #jira UE-50695 Change 3838909 by Mike.Erwin glTF: base64 decoding of data buffers and images Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data. #jira UE-50695 Change 3838812 by Uriel.Doyon Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming. #jira none Change 3838773 by Lauren.Ridge Fixing material layer filters #jira UE-54064 Change 3838748 by Michael.Trepka Fixed EngineTest runtime warning caused by CL 3838626 #jira UE-53893 Change 3838730 by Max.Chen Sequencer: Add notification when the blend type is changed. #jira UE-54046 Change 3838626 by Michael.Trepka Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released. #jira UE-53893 Change 3838392 by Arciel.Rekman Fix assert on a policy removal (UE-54042). - Applying Gil's safe fix which just sweeps the problem under the rug. #jira UE-54042 Change 3838162 by Arciel.Rekman Linux: fix crash due to lambda lifetime issues (UE-54040). - The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+). #jira UE-54040 (Edigrating 3819174 to Release-4.19) Change 3838156 by Rolando.Caloca UE4.19 - Support for Vulkan devices that have no cached memory type #jira UE-54039 Change 3838096 by Brandon.Schaefer Set sound to unfocused volume multiplier if not focused #jira UE-51327 #review-3835736 arciel.rekman Change 3838087 by Brandon.Schaefer Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides #jira UE-53901 #review-3838088 arciel.rekman Change 3837072 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. - Mirrored from //UE4/Dev-Framework (3836768). #jira UE-53908 Change 3837071 by Phillip.Kavan Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled. - Mirrored from //UE4/Dev-Framework (3835944, 3835965). #jira UE-42614 Change 3837070 by Phillip.Kavan #4202 - Blueprint nativization bug fixes (PR). - Mirrored from //UE4/Dev-Framework (3830562, 3832292). #jira UE-52188 Change 3836507 by Ryan.Vance #jira UE-53992 Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions. Change 3836390 by Dan.Oconnor Fix failure to resolve archetype when using the compilation manager #jira UE-53840 Change 3836251 by Ryan.Vance #jira UE-53992 Change 3835852 by Mark.Satterthwaite Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3835802 by JeanMichel.Dignard UBT changes for Enterprise deployment - Allow building enterprise against an installed engine version - Added enterprise to the cleanup process if its not installed #jira UEENT-748 Change 3835625 by Bogdan.Vasilache UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning #jira UE-50257 Change 3833649 by Mike.Beach Enabling debug layer when multiview is enabled. #jira UE-49954 Change 3833525 by Ethan.Geller Fix copyright in ActiveSound.cpp #jira none #rb none Change 3642649 by Stewart.Lynch Renamed loctext key to stop it clashing with an existing entry #jira UE-49432 Change 3644762 by Stewart.Lynch LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv. * removed CheckSize arg from OnLowLevelFree * show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch. * minor optimization in LLMMap::GetMaxIndex - cache Mask value * added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv. * added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time. * renamed Binned stats to FMemory to make it more general * added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed. * added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing * fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type. * Trackers now maintain totals for each enum tag * tracking of Texture and mesh allocation on Windows D3D11 & D3D12 Change 3651334 by Joe.Barnes Fix misspelled function name. #jira 39441 #3016 Change 3653857 by Ben.Woodhouse Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/... Change 3656553 by Joe.Barnes Add path for SCS_DeviceDepth. Change 3662703 by Ben.Woodhouse Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...: [FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism - Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame. - Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe. - r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency. Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup. A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index. In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread. [~] Unified platform specific sync interval CVars into one: rhi.SyncInterval - 1 == 60Hz - 2 == 30Hz - 3 == 20Hz Change 3675239 by Keith.Judge Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit. #jira UE-50626 Change 3676709 by Ben.Woodhouse Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/... Change 3689712 by Ben.Woodhouse Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/... Change 3701778 by Ben.Woodhouse Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/... Change 3677043 by Ben.Woodhouse From StewartL: I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336 Change 3726532 by Luke.Thatcher [CONSOLE] [~] Enable XGE shader compilation by default. - Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently. Change 3726554 by Luke.Thatcher [CONSOLE] [+] Improved Scoped Named Events - Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings. - Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out. - Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings. Change 3751378 by Ben.Woodhouse Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/... Change 3751812 by Ben.Woodhouse Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/... Change 3728571 by Luke.Thatcher [CONSOLE] [!] Drop another XGE controller warning to log. Change 3747150 by Joe.Barnes Add AuthoringToolHelper.bat file to installed build copy list. Change 3768585 by Ben.Woodhouse Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/... Change 3772333 by Ben.Woodhouse Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/... Change 3786872 by Ben.Woodhouse Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/... Change 3787279 by Luke.Thatcher [CONSOLE] [~] Unified present threshold CVars. - CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom. - Platform implementations will be checked in shortly. Change 3787445 by Luke.Thatcher [CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console Original CLs - 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds. - 3712693 - Fix for crash on startup in new frame syncing. - 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off). Change 3788417 by Ben.Woodhouse Duplicate from FN CL 3712515 CSV profiler GPU and pre-declared stat support - refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds - add support for pre-declared CSV stats, using FNames (these are required for GPU stats) - add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats Change 3807818 by Ben.Woodhouse Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/... Change 3818577 by Ben.Woodhouse Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/... Change 3821198 by Ben.Woodhouse Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/... Change 3821519 by Ben.Woodhouse Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/... #robomerge none Change 3813513 by Ben.Woodhouse CSV profiler refactor+ bug fix - Move the CSV profiler to core, so we can use it in modules other than engine - Profiler no longer enqueues RT commands - this is handled by a new core delegate type - Make begin/end requests more robust, enqueued via a command queue and processed in order - Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated - Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures - Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now - Fix longstanding bug in first frame renderthread time in the engine Change 3814039 by Ben.Woodhouse More Csvprofiler improvements - Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data - Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types Change 3814041 by Ben.Woodhouse Integrate as edit CL 3796390 from Fortnite/Main: Fix CsvProfiler not compiling in shipping for now Change 3814229 by Ben.Woodhouse Integrate + refactor of CL 3792591 to reduce complexity and fix bugs Original changelist description: CSV profiler improvements: - The CSV profiler is now always compiled in on the server - The CSV profiler can now handle both int32 and float stats - In BeginCapture, the function can take additional arguments for some customization of filenames Fixes to the above: - Remove FCustomValue class - Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together) - FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value) - FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical - Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride Change 3814242 by Ben.Woodhouse Disable CSV unit stats on the dedicated server Change 3817339 by Ben.Woodhouse Duplicate from 3816641: CSV profiler improvements - Added a low-pri processing thread to compress raw timing data into a much more efficient format - Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB - Processing time : 0.1ms per frame - Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat - Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class - Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data - Reduced #include dependencies for CSVProfiler.h - Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity - Added a simple test harness Change 3817582 by Ben.Woodhouse Fix android compile warning Change 3823242 by Ben.Woodhouse Integrate as edit from Fortnite/Main 3820067: Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock. Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says: // This function should be used with caution. // It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should // not treat it as such. // E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called. Change 3823840 by Ben.Woodhouse Edigrate from 3823816 Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored. Change 3827787 by Ben.Woodhouse Integrate-as-edit CL 3820678 from Fortnite/Main Allow the CSV Profiler to be compiled in to shipping dedicated server builds Change 3827842 by Ben.Woodhouse Integrate-as-edit CL 3827079 from Fortnite/Main CSV profiler category support Change 3827918 by Luke.Thatcher [CONSOLE] [!] Fix compile error in CSV custom stats. Change 3827964 by Luke.Thatcher [CONSOLE] [!] Fix inverted logic and spelling of boolean. - Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool. Change 3831661 by Ben.Woodhouse Integrate-as-edit CL 3830630 from Fortnite/Main Fix CSVProfiler assert in dev builds on XB1 Change 3860300 by Joe.Barnes Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels. Change 3860347 by Joe.Barnes Delete existing SourceConfigFile before allocating a new one to prevent them leaking. Change 3860348 by Joe.Barnes Completely encapsulate GetLLMAlloc() in #ifdef. Change 3861772 by Ben.Woodhouse Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes Change 3861774 by Ben.Woodhouse Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW): D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3862214 by Ben.Woodhouse Integrate-as-edit CL 3859637 from Fortnite/Main Dynamic resolution console tweaks - Dynamic resolution high level switch driven by a cvar instead of code - Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability - Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds Change 3863919 by Ben.Woodhouse [Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639 Change 3864347 by Ben.Woodhouse Fix the editor build. This will need a proper fix before 4.19 ships. #lockdown Nick.Penwarden #rb none [CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
SCOPED_GPU_STAT( RHICmdList, VirtualTexture );
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
FMemMark Mark( FMemStack::Get() );
FUniquePageList* RESTRICT RequestedPageList = new(FMemStack::Get()) FUniquePageList;
// Cache to avoid indirection
for( uint32 ID = 0; ID < 16; ID++ )
{
FVirtualTextureSpace* RESTRICT Space = Spaces[ ID ];
RequestedPageList->NumLevels[ ID ] = Space ? Space->PageTableLevels : 16;
RequestedPageList->Dimensions[ ID ] = Space ? Space->Dimensions : 2;
}
int32 Pitch = 0;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
const uint32* RESTRICT Buffer = GVirtualTextureFeedback.Map( RHICmdList, Pitch );
if( Buffer )
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
if (CVarVTEnableFeedBack.GetValueOnRenderThread())
{
FeedbackAnalysis(RequestedPageList, Buffer, GVirtualTextureFeedback.Size.X, GVirtualTextureFeedback.Size.Y, Pitch);
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
GVirtualTextureFeedback.Unmap( RHICmdList );
}
SET_DWORD_STAT( STAT_NumPagesVisible, RequestedPageList->GetNum() );
// Can add other sources of pages to RequestedPageList here
{
SCOPE_CYCLE_COUNTER( STAT_UniquePageList_ExpandByMips );
RequestedPageList->ExpandByMips( CVarVTNumMipsToExpandRequests.GetValueOnRenderThread() );
}
SET_DWORD_STAT( STAT_NumPageRequests, RequestedPageList->GetNum() );
// Static to avoid malloc cost
static FBinaryHeap< uint32, uint16 > RequestHeap;
RequestHeap.Clear();
{
// Find resident
for( uint32 i = 0, Num = RequestedPageList->GetNum(); i < Num; i++ )
{
const uint64 PageEncoded = RequestedPageList->GetPage(i);
// Decode page
uint32 ID, vLevel, vAddress;
DecodePage( (uint32)PageEncoded, ID, vLevel, vAddress );
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
FVirtualTextureSpace* RESTRICT Space = GetSpace(ID);
if (Space == nullptr)
{
continue;
}
FTexturePagePool* RESTRICT Pool = Space->GetPool();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
// Is this page already resident?
uint32 pAddress = Pool->FindPage( ID, vLevel, vAddress );
if( pAddress == ~0u )
{
// Page isn't resident. Start searching at parent level for nearest ancestor.
uint32 Parent_vLevel = vLevel + 1;
uint32 Parent_vAddress = vAddress & ( 0xffffffff << ( Space->Dimensions * Parent_vLevel ) );
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
// Adjust priority based on how far we are from the desired level
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
uint32 Ancestor_pAddress = Pool->FindNearestPage( ID, Parent_vLevel, Parent_vAddress );
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
uint32 Ancestor_vLevel = Ancestor_pAddress != ~0u ? Pool->GetPage( Ancestor_pAddress ).vLevel : Space->PageTableLevels - 1;
if (CVarVTVerbose.GetValueOnRenderThread() && Ancestor_pAddress == ~0u)
{
UE_LOG(LogConsoleResponse, Display, TEXT("Space %i, vAddr %i@%i is not resident and there is no data to fall back to. This may cause render artefacts"), ID, vAddress, vLevel);
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
uint32 Count = RequestedPageList->GetCount(i);
uint32 Priority = Count * ( 1 << ( Ancestor_vLevel - vLevel ) );
RequestHeap.Add( ~Priority, i );
}
else
{
Pool->UpdateUsage( Frame, pAddress );
//FileCache->Touch( VT->FileName, PageOffset, PageSize, priority );
}
}
SET_DWORD_STAT( STAT_NumPageRequestsResident, RequestedPageList->GetNum() - RequestHeap.Num() );
SET_DWORD_STAT( STAT_NumPageRequestsNotResident, RequestHeap.Num() );
}
// Limit the number of uploads
// Are all pages equal? Should there be different limits on different types of pages?
int32 NumUploadsLeft = CVarVTMaxUploadsPerFrame.GetValueOnRenderThread();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
static TArray<IVirtualTextureProducer*> producers;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
while( RequestHeap.Num() > 0 && NumUploadsLeft > 0 )
{
uint32 PageIndex = RequestHeap.Top();
RequestHeap.Pop();
const uint64 PageEncoded = RequestedPageList->GetPage( PageIndex );
// Decode page
uint32 ID, vLevel, vAddress;
DecodePage( (uint32)PageEncoded, ID, vLevel, vAddress );
FVirtualTextureSpace* RESTRICT Space = Spaces[ ID ]; checkSlow( Space );
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
FTexturePagePool* RESTRICT Pool = Space->GetPool();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
// Find specific VT in Space
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3511476) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3372740 by Chris.Bunner [Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute). StencilSceneTexture added to deferred list. A few known issues to be fixed in a follow-up CL. Change 3374187 by Chris.Bunner Volume texture support for CombineLUTs/Tonemap compute pass. Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS. Skip compute post process out-of-bounds writes. Unsigned type conversion fixes. Trimmed compute post process shader inputs. Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454636 by Uriel.Doyon Fixed point light having an extra scale of 16 in mobile #jira UE-45272 Change 3454844 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3461206 by Guillaume.Abadie Adds possibility to scene captures and player controller to render no primitives at all. Change 3461207 by Guillaume.Abadie Exposes showflag details to USceneCaptureComponent. This gives the possibility to configure scene capture's showflags in blueprint encapsulated compositing pipeline. #jira UE-6810 Change 3461233 by Chris.Bunner Added Log10 material expression. Added tooltip for Log2 and Log10. Change 3461434 by Michael.Trepka Copy of CL 3456118 In Metal RHI report texture streaming as immediately successful as on D3D to avoid a race-condition leading to deadlock between the Main, Game, Render & RHI threads. #jira UE-44961 Change 3461770 by Benjamin.Hyder Submitting TM-RayTracedDistanceField map Change 3461929 by Marc.Olano Add Sobol blueprint and material node test maps to RenderTest project Change 3462249 by Uriel.Doyon Translucency after DoF is now disabled when showflag postprocess is disabled. Change 3462371 by Brian.Karis VT addressing is now 64bit to support huge sparse virtualized volumes 16bit page tables working. Change 3462936 by Marc.Olano Extend Sobol testing map with comparision between Random Sobol and Next Sobol functions Change 3464394 by Uriel.Doyon Improved synchronization for texture streaming commands. This fixes an issue when accessing FStreamingTexture for pending textures. Change 3464743 by Guillaume.Abadie Adds .usf file extension on all shader's source file names and adds checks to verify them at engine load time. Change 3464818 by Guillaume.Abadie Fixes compilation error in FindShaderRelativePath Change 3465184 by Daniel.Wright r.Shadow.PreShadowResolutionFactor 1.0 on Epic shadow settings Change 3465283 by Marc.Olano Update Sobol Gray code tables to match random order tables Change 3465976 by Arne.Schober DR - [UE-44393] - The Canvas is using the Globalshaders for clearing but compilation is done asynconously at load time. Unfortunately there could be Code that uses a canvas to draw and cause this issue in between. There might be some plugins that do this. For now we need to wait and block for the shaqders to be compiled until we can allo the use of the canvas. #RB none Change 3467513 by Guillaume.Abadie Fixes an issue where primitives would no longer draw in gameplay. #jira UE-45550 Change 3471116 by Richard.Wallis Mac OpenGL Is No Longer Supported - Remove All Code & Shader Platforms. Merge of CL 3327784 dev-editor stream from Michael Trepka with some extra changes. - Also removed Metal shader platforms from PlatformSupportsDebugViewShaders() otherwise we get a compiler error. HLSL register binds not implemented in metal backend. #jira UE-39108 Change 3471117 by Richard.Wallis Drop down menus clip on 27" Screen iMacs. Disable viewport HDR rendering on macOS 10.12.x when in editor. #jira UE-43026 Change 3471130 by Richard.Wallis Mac GPU hang causes editor output log to be written to the wrong file. Try to emulate windows behaviour when opening a file for reading or writing. Tested against behaviour of windows log file with multiple instances running. - Only defined in for Mac and non shipping. #jira UE-44934 Change 3471224 by Guillaume.Abadie Lets the ProjectFileGenerator to look at Shaders/ directories in plugin and game projects. Change 3471646 by Daniel.Wright Fixed ensure opening UT system settings Change 3471862 by Arne.Schober DR - revert accidently checked in changes. #RB Chris.Bunner Change 3472249 by Guillaume.Abadie Implements virtual shader source directory mapping. - /Engine/... maps to Engine/Shaders/... - /Plugin/FooBar/... maps to FooBar plugin's Shaders/ directory - /Project/... maps to project's Shaders/ directory Change 3472443 by Daniel.Wright Moved the Rendering category for lights to be just below the Light category, so the bVisible property is easily accessible Change 3474537 by Uriel.Doyon Fixed lighting needs rebuild happening after blueprint rescript and a non symetrical Quaterion != ToQuaternion(ToRotator(Quaternion) Change 3475192 by Guillaume.Abadie Implements LensDistortion engine plugin. This CL import a polished version of Raven's lens distortion and undistortion from OpenCV parameters: - It is implemented as the first engine plugin with its own shaders and render thread commands; - Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py) Change 3475209 by Guillaume.Abadie Back out changelist 3475192 Change 3475252 by Guillaume.Abadie Reland: Implements LensDistortion engine plugin. This CL import a polished version of Raven's lens distortion and undistortion from OpenCV parameters: - It is implemented as the first engine plugin with its own shaders and render thread commands; - Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py) Change 3475389 by Guillaume.Abadie Adds LensDistortion plugin's feature tests. Change 3475538 by Guillaume.Abadie Adds the /Engine/* prefix on all of the renderer's USF file references. Change 3475568 by Guillaume.Abadie Adds a check for virtual shader source file path format in FShaderType::FShaderType() Change 3475871 by Guillaume.Abadie Fixes a bug in shader compile worker, were an error in a relative #include USF file would trigger an check failure in CheckVirtualShaderFilePath Change 3475997 by Yujiang.Wang Workaround for a compiler optimization bug introduced in VS2015 Update 3. * The bug causes TSHVector<2>::CalcDiffuseTransfer to go to infinity at certain spot, making movable objects with ILCQ_Volume indirect lighting cache interpolation get very dark. * Debug builds don't exhibit this bug. * Semantics are exactly the same as the original code. Change 3476203 by David.Hill Compute SSAO: problem wiht AmbientOcclusionLevels and with various viewporttest sizes. Only seen when Levels >=2 #jira UE-45741 Change 3476536 by Benjamin.Hyder adding player start to Ray Traced Distance Field Shadows Map Change 3478298 by Benjamin.Hyder disabling mesh distance fields in Tm-Raytraced_DistanceField_Shadows map Change 3478948 by Rolando.Caloca DR - Nicer check Change 3478949 by Rolando.Caloca DR - Default GPU morphs to enabled Change 3478950 by Rolando.Caloca DR - By default -vulkan will launch SM5 Change 3478984 by Rolando.Caloca DR - Pass down -vulkan Change 3479655 by Richard.Wallis Video track does not switch in AVF Media Player. Need to disable unused video tracks to allow AVPlayerItemVideoOutput to decode the required track. - Minimal change to allow video track changes/selection. - Audio samples are extracted using AVAssetReaderTrackOutput but video uses AVPlayerItemVideoOutput. Video could also use AVAssetReaderTrackOutput to access the video data unless there is an iOS reason not to... - Flush the audio sink sample buffers so we get instant audio track changes #jira UE-39750, UE-39749 Change 3479834 by Rolando.Caloca DR - Fix issue with bad vertex colors (per licensee) Change 3480376 by Guillaume.Abadie Disables ComputeLightGrid() if no volumetric fog and no lighting. #jira UE-45377 Change 3480596 by Yujiang.Wang Fix for dynamic shadows and raytraced distance field shadows of directional lights not appearing in planar reflection * Bug caused by incorrect shadow culling volumes for cascaded shadow map and backface culling mode for WholeSceneShadowProjection * Fixed by taking View.bReverseCulling into account #jira UE-34452 Change 3480600 by Yujiang.Wang Fix for UE-42376 * The bug is caused by post-processing ambient cubemaps not being supported in forward shading currently. * This fix replaces all the occurences of them in CalcSceneView with a skylight using the cubemap * If a CalcSceneView is used solely for setting the PP ambient cubemap, it is removed. #jira UE-42376 Change 3480784 by Rolando.Caloca DR - hlslcc - Initial support for [RW]StructuredBuffer Change 3481690 by Uriel.Doyon Attempt to fix static analysis warning Change 3482012 by Simon.Tovey Fixed issue when building distribution lookup tables where the final sample fell short of the max input time. As sampling is done only over this range, under constant interpolation the final value was never actually sampled and so cut from the final optimized LUT. #tests constant interpolation now works. #jira UE-45614 Change 3482965 by Yujiang.Wang Some quality of life changes for UE-42757 * The UV overlay in static mesh editor now has a darker background * Selected edges are getting highlighted and bolder * When some edges are selected others turn grey #jira UE-42757 Change 3483014 by David.Hill Change labels on bloom boost from x,y,z to min, max, mult. #jira UE-43904 a PropertyRedirect in BaseEngine.ini allows this to work with older version. Change 3484573 by Yujiang.Wang Fix for shadow color not updated after light build when a texture is changed and reimported * Bug caused by counter-intuitive design of UMaterial::GetReferencedFunctionIds and UMaterial::GetReferencedParameterCollectionIds, both of which will reset the OutIds parameter * Renamed to AppendReferencedFunctionIdsTo and AppendReferencedParameterCollectionIdsTo, the resets are removed #jira UE-45647 Change 3484969 by Yujiang.Wang Fix for UE-39929 inconsistent type between C++ and shader code * MeshDistanceFieldCasterIndices is declared as Buffer<uint> in CapsuleShadowShaders.usf, while created as PF_R32_SINT in CapsuleShadowRendering.cpp * Changed PF_R32_SINT to PF_R32_UINT in CapsuleShadowRendering.cpp #jira UE-39929 Change 3485012 by Yujiang.Wang Fix for UE-39929 #2: Changed int32 to uint32 to match PF_R32_UINT #jira UE-39929 Change 3485146 by Guillaume.Abadie Destroyes scene capture's view states on the UnRegister, to avoid large memory usage cause by the ViewState's render targets when moving blueprints arround. #jira UE-43455 Change 3486602 by Joe.Conley Adding "texcoord" keyword to UMaterialExpressionTextureCoordinate so you can search for the name that is displayed on the node in the graph. Change 3487471 by Yujiang.Wang Github #3659: Improved performance of DumpUnbuiltLightInteractions * Replaced TArrays with TSets #jira UE-45783 Change 3487641 by Guillaume.Abadie Fixes some shader file name casing issues in LPV. Change 3488014 by Uriel.Doyon New AllowAsyncLoading flag for UTexture::CachePlatformData(). It allows to load the source texture data in the async task if the source bulk data was not yet loaded. Data loaded that way is not sharable between tasks and will be discarded. This is required because updating the source data is not thread safe. #jira UERNDR-190 #jira UE-33401 Change 3488249 by Uriel.Doyon Fixed long stall in UpdateResourceStreaming() caused by Actor.GetComponents() not resetting the number of actors anymore. Fixed inconsistent results in ALODActor::HasValidSubActors() caused by the same change. #jira UE-46004 Change 3490228 by Mark.Satterthwaite Fix the Nvidia driver bug with the old reversebits fallback function - you need to use the native reverse_bits intrinsic or use some uint(ushort()) casts to get the compiler to do the right thing, which means injecting the reverse_bits function in MetalBackend not the HLSL (as it has no such type). #jira UE-46067 Change 3490538 by Arne.Schober Back out changelist 3488249 #RB none Change 3490551 by Arne.Schober Back out changelist 3488249 #RB none Change 3491828 by Guillaume.Abadie Fixes another USf file reference casing issue in C++. Change 3491924 by Yujiang.Wang Fix for UE-43302 Crash when entering the DebugCreatePlayer console command with planar reflections in the level * Crash caused by check(Views.Num() <= 2); in SceneCaptureRendering.cpp * We still want to support at most 2 views for performance, but now instead of crash the planar reflections in additional views will simply turn black #jira UE-43302 Change 3492359 by Guillaume.Abadie Fixes non editor launches, failing in FGenericPlatformProcess::AddShaderSourceDirectoryMapping(). Change 3492367 by Marc.Olano Change Sobol texture size to 32x16, tweak distribution Change 3492599 by Marcus.Wassmer PR #3669: -Fix logmessages ParticleModules_Location.cpp (Contributed by UpwindSpring01) Change 3493473 by Uriel.Doyon Back out changelist 3490538 Change 3493590 by Uriel.Doyon Back out changelist 3490551 Fixed missing #pragma once Change 3493911 by Marcus.Wassmer Fix potential GPU crash/hang caused by out of bound subresource updates. Added checks at cross-platform level to catch any instance earlier. Change 3494139 by Uriel.Doyon Fixed shadow variable issue on UE4Editor Linux. Change 3494364 by Richard.Wallis Mac OpenGL Is No Longer Supported - Remove All Code & Shader Platforms - Part 2: Remove some more areas and fixes for previous attempt. Also removed OpenGL based GPU performance checks in EditorEngine.cpp - assuming that any GPU that can run Metal is currently OK for UE4. OpenGL left in the following areas: - OpenGLShaderCompiler - StandaloneRenderer The following files need to be reviewed in conjunction with CL 3471116 as there were some logic errors made: - OpenGLTexture.cpp #jira UE-39108 Change 3494413 by Guillaume.Abadie Updates r.InvalidateCachedShader and bump ShaderVersion.ush. Change 3494422 by Guillaume.Abadie Adds LensDistortion plugin's Private shader directory. Change 3494717 by Guillaume.Abadie Strengthens shader compiler with checks on generated file names and shader type file names. Change 3494763 by Guillaume.Abadie Removes a nolonger standing TODO in GlobalBeginCompileShader() that was automatically adding /Engine/ prefix to all relative virtual shader source file path. Change 3494985 by Rolando.Caloca DR - Integrate Vulkan Rewrite Change 3495031 by Rolando.Caloca DR - Delete file as it moved Change 3495032 by Rolando.Caloca DR - Show Vulkan SM5 instead of SM4 on windows packaging - Also added support for Vulkan SM5_UB Change 3495202 by Uriel.Doyon Fixed static analysis warning with pointer dereferencing. Change 3495342 by Rolando.Caloca DR - clang compile fix Change 3495354 by Rolando.Caloca DR - clang compile fixes Change 3495420 by Marc.Olano Use Sobol sampling for PCSS Change 3495799 by Rolando.Caloca DR - Delete old dev assets Change 3496202 by Mark.Satterthwaite Switch to using actual Vector*Matrix intrinsic for Metal to avoid a problem whereby the Metal compiler reorders operations in such a way that it loses precision and ends up being different between pre-pass and base-pass. #jira UE-46070 Change 3496253 by Uriel.Doyon Fixed static analysis warning for IncludeTool Change 3496631 by Guillaume.Abadie Makes AScreenshotFunctionalTest::ScreenshotOptions blueprint readable. Change 3496851 by Guillaume.Abadie Fixes back slash issues in Platform.usf. Change 3496852 by Guillaume.Abadie Fixes other back slashes includes in PS4 specific usf files. Change 3496941 by Guillaume.Abadie Adds a check() for no backslash in virtual shader file paths. Change 3497661 by Guillaume.Abadie Lets FLensDistortionCameraModel::GetUndistortOverscanFactor() early return 1.0 if the camera model is does an identity transform. Change 3497969 by Richard.Wallis Fix for start Up Movies Are not Playing for iOS Devices. Handle case when movie is loading aysnc in background - need to wait for state changes otherwise it skips intermediate movies. - Tested on iOS and Mac. #jira UE-39585 Change 3498035 by Guillaume.Abadie Polishes //Engine/Plugins/Compositing/LensDistortion/Shaders/Private/UVGeneration.usf from debuging artifacts. Change 3498101 by Rolando.Caloca DR - Compile fix Change 3498254 by Guillaume.Abadie Exposes comparing FLensDistortionCameraModel to blueprint with == and != operator nodes for cross frame uv displacement map caching. Change 3498264 by Guillaume.Abadie Integrate 3267269: Implements SceneCaptureComponent2D::bCameraCutThisFrame Change 3498371 by Yujiang.Wang Fix for UE-46149 Planar Reflections display screenspace info when viewports are >2 * Prevent planar reflections being rendered when ViewIndex >= GMaxPlanarReflectionViews * Now planar reflections in >2 viewports will fallback to other reflection methods (SSR, reflection captures) #jira UE-46149 Change 3498409 by Rolando.Caloca DR - Swap resolves Change 3498410 by Guillaume.Abadie Adds support for opacity output alpha for post process material when doing a draw material to render target. Change 3498705 by Rolando.Caloca DR - Add UID for debugging mem allocations Change 3498759 by Marcus.Wassmer No post processing in vertexcolor view mode #jira UE-44704 Change 3498891 by Rolando.Caloca DR - Minor Vulkan per frame allocator refactor in prep for changes Change 3499206 by Rolando.Caloca DR - Fix temp frame allocator OOM on Vulkan #jira UE-45913 Change 3499319 by Rolando.Caloca DR - Vulkan support for StorageBuffer Change 3499339 by Rolando.Caloca DR - Remove deprecated typedef Change 3499400 by Rolando.Caloca DR - Remove some RHICmdList deprecated functions Change 3499422 by Rolando.Caloca DR - Allow buffer transitions inside render passes Change 3500370 by Rolando.Caloca DR - Compile fix Change 3500474 by Rolando.Caloca DR - Fix static analysis Change 3500517 by Guillaume.Abadie Exposes r.PostProcessing.PropagateAlpha to the renderer settings. Change 3500537 by Guillaume.Abadie Fixes a bug where scene capture WorldToView matrix would get scale != 1 when scaling the scene capture actor in the world. #jira UE-39389 Change 3501069 by Mark.Satterthwaite Bring back temporary 4.16 fix for iOS 9 (CL #3425995) into Dev-Rendering for 4.17 as a real fix will need to wait for 4.18. temporary fix for skewed textures on IOS 9 #jira UE-44468 Change 3501164 by Michael.Lentine PR #3402: UE-43131: Format argument count not equal to actual arguments (Contributed by projectgheist) Change 3501222 by Benjamin.Hyder Checking in Tm_SobolNoise map Change 3501612 by zachary.wilson Adding testing content for RTDF shadows on planar reflections Change 3501708 by Guillaume.Abadie Break FPostProcessSettings into smallers structs. Change 3501830 by Olaf.Piesche #jira UE-39628; using fix proposed in UDN, will investigate further Change 3501954 by Marcus.Wassmer Duplicate 3480903 Light culling safety measures. Change 3502032 by Mark.Satterthwaite Fix generation of Metal precompiled headers for the bytecode compiler when using Xcode 9. Change 3502118 by Uriel.Doyon Fixed shader compilation issues. Change 3502191 by Guillaume.Abadie Implements Composure plugin to make compositing in UE4 easier. Change 3502192 by Guillaume.Abadie Implements Composure feature testing in EngineTests Change 3502196 by Guillaume.Abadie Creates a dependency of Composure plugin over LensDistortion plugin. Change 3502213 by Arciel.Rekman Fix for loading shaders on Linux (UE-46276). Change 3502243 by Brian.Karis Bent normal map support. Multibounce AO. Spherical Gaussian based specular occlusion. Change 3502506 by Guillaume.Abadie Fixes compilation failure in Composure with unity build. Change 3502507 by Guillaume.Abadie Fixes composure Set Pass with Render Target blueprint helper. Change 3502510 by Guillaume.Abadie Attempts to fix ComposureUtils.cpp compile errors. Change 3502515 by Guillaume.Abadie Some other composure failure fixes. Change 3502545 by Guillaume.Abadie Fixes some unity build related error in Composure. Change 3502548 by Guillaume.Abadie Fixes last missing includes in ComposurePostProcessPass.cpp Change 3502672 by Guillaume.Abadie Fixes linux warning in Composure. Change 3502790 by Ryan.Brucks float4 PseudoVolumeTexture: Fixed frame layout being a float instead of float2. Now works correctly with non-square frame layouts. Only called in custom nodes and calling with a float still functions properly so no old content will break. Change 3502836 by Guillaume.Abadie Propagates scene capture engine showflag changes from blueprint editor to the blueprint instances. #jira UE-6810 Change 3503096 by Guillaume.Abadie Resave a unversioned asset. Change 3503228 by Yujiang.Wang Fix for UE-45646 Dynamic Light placed inside of a Dynamic Static Mesh doesn't pass through the geometry * Bug caused by bReflectiveShadowmap not being passed into SetViewFlagsForShadowPass * Replaced the true with bReflectiveShadowmap #jira UE-45646 Change 3503284 by Rolando.Caloca DR - Fixed initial clear on rendertargets - Added support for r.Vulkan.EnableValidation 1, 2, 3 & 4 - Dump the vulkan log into VS output log - Added validation for layouts when using dump log Change 3503545 by Arciel.Rekman Fix black UI on Linux (UE-46333) - Rebuilt hlslcc with clang 3.7.0. Whatever issues we're running in with newer clangs still seem to persist. #jira UE-46333 Change 3503638 by Daniel.Wright [Copy] Changed DynamicBentNormalAO back to fp16, as PF_FloatR11G11B10 was not enough precision and introduced banding Change 3503787 by Marcus.Wassmer Fix difference between gpu/cpu morph target application Change 3503902 by Marcus.Wassmer Roll back TAA refactor until we have time to look into the bad interaction with DOF. Change 3503953 by Arne.Schober DR - UE-46319 - borked Reflections: The resource transition needs to be in this weired place for PS4 and switch until we teach the interface to know about subresources. #RB Marcus.Wassmer Change 3504131 by Rolando.Caloca DR - Maintain a cache of pipeline and descriptor set layouts - Fix marker dump Change 3504462 by Guillaume.Abadie Fixes an assertion failure that was failing because compute light grid was not done, but the shader used where not necessarily using compute light grid results. #jira UE-46277 Change 3504779 by Chris.Bunner Potential static analysis fix. #jira UE-46360 Change 3504950 by Marc.Olano Allow Sobol material nodes & textures only if feature level is at least ES3.1 #jira UE-46334 #jira UE-46317 Change 3505035 by Daniel.Wright Increased MaxSearchCount in GetShaderIncludes. The previous limit of 20 is now getting hit in BasePassPixelShader.usf, causing compiles to fail erroneously. Change 3505386 by Daniel.Wright GetShaderIncludes handles infinite recursion gracefully, needed by Metal causing BasePassTessellation.usf to include BasePassVertexShader.usf Change 3505491 by Rolando.Caloca DR - Fix crash on first frame of particles on modern APIs Change 3505557 by Chris.Bunner [Duplicate] Workaround for outdated shader map crash. #jira UE-46061 Change 3506071 by Rolando.Caloca DR - Vulkan fixes - Fix copy out of bounds reading textures to CPU - Defer event deletion - Split validation for errors and warnings - Skip validation error about attachment not used Change 3506698 by Guillaume.Abadie Fixes Composure alpha channel clobering and performance regression in bloom and tonemapper passes caused by scene capture API compatibility breakage brought by Fortnite merge. Change 3506797 by Rolando.Caloca DR - Fix static analysis #jira UE-46428 Change 3506861 by Rolando.Caloca DR - Fix crash due to layering violation #jira UE-46424 #jira UE-46431 Change 3508098 by Rolando.Caloca DR - Fix for Vulkan ES31 crash - Fix for AMD ensure Change 3508123 by Rolando.Caloca DR - Disable occlusion queries on Vulkan to avoid flickering - Fix for bad HZB & cube mips on Vulkan (now using RHIGenerateMips) - Fix for decal blending #jira UE-46376 Change 3509064 by Uriel.Doyon Changing the logic arround generating an error when HasHadBulkDataCleared() so that it only triggers if the DDC are not found. #jira UE-46427 Change 3509854 by Marc.Olano Fix 2D Sobol gray code numbers. Just changes some numbers in initialization tables, so no effect on existing tests or content. Change 3509920 by Marcus.Wassmer Fix LPV fastvram ensure Change 3509937 by Rolando.Caloca DR - Fix crash due to deleted viewport #jira UE-46281 Change 3509988 by Marcus.Wassmer Roll back part of Sobol fix to avoid full shader recompile for integration. Change 3510255 by Rolando.Caloca DR - Fix popup window ensure #jira UE-46511 Change 3510646 by Marcus.Wassmer fix ios compiles Change 3511442 by Rolando.Caloca DR - Change mesh simplification check to ensure/checkslow to unblock #jira UE-46538 DONE! XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX CHANGES WITH MULTIPLE PLATFORMS!!! YOU MUST COPY THESE INTO THE OTHER ONES AS MAKES SENSE!! XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Change 3467095 by Guillaume.Abadie Nukes all += TEXT(".usf") #jira UE-45530 Change 3475084 by Guillaume.Abadie Fixes compilation failure of the shader compiler on PS4 and XboxOne Change 3477464 by Guillaume.Abadie Fixes dumpshaderinfo that generate unecessary sub directory, breaking shell scripts. Change 3494395 by Guillaume.Abadie Moves all engine shader files into Public and Private directory, and introduce the .ush extensions for header file that do not contains entry points. DONE! [CL 3511602 by Marcus Wassmer in Main branch]
2017-06-27 11:38:28 -04:00
uint64 Local_vAddress = 0;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
IVirtualTexture* RESTRICT VT = Space->Allocator.Find( vAddress, Local_vAddress );
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
if (VT == nullptr)
{
if (CVarVTVerbose.GetValueOnRenderThread())
{
UE_LOG(LogConsoleResponse, Display, TEXT("Space %i, vAddr %i@%i is not allocated to any VT but was still by the GPU feeback."), ID, vAddress, vLevel);
}
continue;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
void* RESTRICT Location = nullptr;
bool bPageDataAvailable = VT->LocatePageData( vLevel, Local_vAddress, Location );
// FIXME ExpandByMips might not provide a valid page for this to fall back on
if( bPageDataAvailable && Pool->AnyFreeAvailable( Frame ) )
{
uint32 pAddress = Pool->Alloc( Frame );
check( pAddress != ~0u );
Pool->UnmapPage( pAddress );
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
IVirtualTextureProducer* VTProducder = VT->ProducePageData( RHICmdList, FeatureLevel, vLevel, Local_vAddress, pAddress, Location );
producers.AddUnique(VTProducder); // we expect the number of unique producer to be very limited. if this changes, we might have to do something better then gathering them every update
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
Pool->MapPage( ID, vLevel, vAddress, pAddress );
Pool->Free( Frame, pAddress );
NumUploadsLeft--;
INC_DWORD_STAT( STAT_NumPageUploads );
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
for (auto producer : producers)
{
producer->Finalize();
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
SCOPE_CYCLE_COUNTER( STAT_PageTableUpdates );
// Update page tables
for( uint32 ID = 0; ID < 16; ID++ )
{
if( Spaces[ ID ] )
{
Spaces[ ID ]->ApplyUpdates( RHICmdList );
}
}
Frame++;
}