20 Commits

Author SHA1 Message Date
dan elksnitis
b52faed5d5 [shaders]
- add new IShaderFormat API for separate preprocessing and compilation; backends can implement one or the other depending on the return value of SupportsIndependentPreprocessing
- add support for executing preprocessing in the cook process prior to job submission and constructing job input hashes based on preprocessed source (and a subset of the environment used as compile inputs). controlled by a cvar for now and disabled by default
- add a BaseShaderFormat class in ShaderCompilerCommon which implements common behaviour for output of debug data - note this function is only called for formats which support independent preprocessing, so is expected to be used only by formats which have been converted to use this API
- add new cvars for output of some additional shader debug data - 1. a txt file containing the input hash a.k.a. job cache key 2. a text file containing all diagnostic messages (errors and warnings) for the job
- minor change to how input hashes are constructed for pipeline jobs - sum hashes as 256-bit ints instead of adding to a buffer and re-hashing. faster and simpler, and also more collision resistant (sum of two well distributed hashes equally well distributed)

#rb Jason.Nadro
#rb Yuriy.ODonnell
#preflight 64512c88c86798f650b953d3

[CL 25317218 by dan elksnitis in ue5-main branch]
2023-05-03 10:17:48 -04:00
dan elksnitis
cfa3219e31 [shaders] use ImageGetDigestStream for hashing DXC DLLs (to exclude signature/certificate data) instead of hashing the entire binary. This allows us to get the same version # for both signed and unsigned DLLs, and so fixes recompilation of shaders on initial startup of packaged release builds. Hashing was changed to xxhash which provides an iterative hashing API as required by this change (cityhash does not have such an API).
#jira UE-175638
#preflight 63e3e34dc11233cdcad2694c
#rb Yuriy.ODonnell
#rb Jason.Nadro
#lockdown Juan.Canada

[CL 24082354 by dan elksnitis in ue5-main branch]
2023-02-08 16:13:26 -05:00
Laura Hermanns
325df88cbd Include SPIR-V header from SPIRV-Headers folder instead of SPIRV-Reflect.
#rb Jason.Nadro
#jira none
#rnx
#preflight 63c968fd0274c9f5fb6ed1e4

[CL 23789338 by Laura Hermanns in ue5-main branch]
2023-01-20 09:25:39 -05:00
Matt Peters
3fc09ce67b Multiprocess editor support: Add the parameter -MultiprocessId=<N> to allow instances of the engine to have a unique id in their group of multiprocess instances.
MPCook and Shaders: Change ShaderSymbolExport to export to different .zip files when in a -MultiprocessId environment.
Add part of the implementation for merging the different zip files created by CookWorkers together. The rest of the implementation requires reading from .zip files and will be coming in a future change.

#rb Christopher.Waters, Zousar.Shaker
#rnx
#preflight 6377fcedfa348e8480e25a2b

[CL 23209604 by Matt Peters in ue5-main branch]
2022-11-18 18:47:21 -05:00
Lukas Hermanns
c2eda93a8d Refactor SPIR-V patching and strip debug instructions for Vulkan mobile except OpName instructions in --strip-reflect pass as UE always needs this reflection information.
Rebuild ShaderConductor for Win64, Mac, Linux.

#rb Carl.Lloyd, Rolando.Caloca, Ryan.Vance
#fyi Mihnea.Balta, Will.Damon, Dmitriy.Dyomin, Michael.Sartain, Brandon.Schaefer
#jira none
#rnx

[CL 16186169 by Lukas Hermanns in ue5-main branch]
2021-05-03 15:22:38 -04:00
Lukas Hermanns
c75e86cf40 Move SPIR-V utility functions for reflection and binding information into SpirvCommon.h/.cpp source files.
#rb Will.Damon, Carl.Lloyd
#fyi Ryan.Vance, Mihnea.Balta, Rolando.Caloca, Dmitriy.Dyomin
#jira none
#rnx

[CL 15954206 by Lukas Hermanns in ue5-main branch]
2021-04-08 10:09:56 -04:00
Lukas Hermanns
829eddd5cf Added HlslccHeaderWriter to unify writing of shader meta data.
#rb Mihnea.Balta, Will.Damon, Dmitriy.Dyomin
#fyi Rolando.Caloca, Brian.White
#jira none
#rnx

[CL 15225002 by Lukas Hermanns in ue5-main branch]
2021-01-27 17:53:40 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
ryan durand
471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Guillaume Abadie
c72b7a33d8 Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.

Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.

Names of the graph managed resources are not final.

#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer

[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ben Marsh
5275490168 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3233612 on 2016/12/13 by Ben.Marsh

	UGS: Fix cases where precompiled binaries are submitted for a content change.

Change 3235584 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.

Change 3235741 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.

Change 3238176 on 2016/12/16 by Ben.Marsh

	UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.

Change 3238249 on 2016/12/16 by Ben.Marsh

	UBT: Add attribute-driven command line parser.

Change 3238462 on 2016/12/16 by Ben.Marsh

	UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.

Change 3238564 on 2016/12/16 by Ben.Marsh

	UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.

Change 3239919 on 2016/12/19 by Ben.Marsh

	UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.

Change 3240061 on 2016/12/19 by Ben.Marsh

	UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.

Change 3240175 on 2016/12/19 by Ben.Marsh

	UBT: Add the target name and project file location to the target rules.

Change 3240490 on 2016/12/19 by Ben.Marsh

	UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.

Change 3240717 on 2016/12/20 by Ben.Marsh

	UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.

Change 3240718 on 2016/12/20 by Ben.Marsh

	UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.

Change 3241002 on 2016/12/20 by Ben.Marsh

	UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.

Change 3241027 on 2016/12/20 by Ben.Marsh

	Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.

Change 3241055 on 2016/12/20 by Ben.Marsh

	UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.

Change 3241156 on 2016/12/20 by Ben.Marsh

	Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.

Change 3241205 on 2016/12/20 by Ben.Marsh

	Replace all uses of TargetRules.TargetType with TargetType.

Change 3241881 on 2016/12/21 by Ben.Marsh

	UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.

Change 3241895 on 2016/12/21 by Ben.Marsh

	UBT: Remove toolchain support for Windows XP.

Change 3241908 on 2016/12/21 by Ben.Marsh

	UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.

Change 3242835 on 2016/12/22 by Ben.Marsh

	UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.

Change 3242837 on 2016/12/22 by Ben.Marsh

	Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.

Change 3242923 on 2016/12/22 by Ben.Marsh

	Build: Fixes for conforming incremental workspaces:

	* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
	* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.

Change 3242961 on 2016/12/22 by Ben.Marsh

	UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.

Change 3242981 on 2016/12/22 by Ben.Marsh

	UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.

Change 3242999 on 2016/12/22 by Ben.Marsh

	UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.

Change 3243022 on 2016/12/22 by Ben.Marsh

	UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.

Change 3243083 on 2016/12/22 by Ben.Marsh

	UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.

Change 3243090 on 2016/12/22 by Ben.Marsh

	UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.

Change 3243423 on 2016/12/23 by Ben.Marsh

	UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.

Change 3243516 on 2016/12/23 by Ben.Marsh

	UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)

Change 3244020 on 2016/12/28 by Ben.Marsh

	UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.

Change 3244074 on 2016/12/28 by Ben.Marsh

	UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.

Change 3244076 on 2016/12/28 by Ben.Marsh

	UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.

Change 3244083 on 2016/12/28 by Ben.Marsh

	UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.

Change 3244441 on 2016/12/31 by Ben.Marsh

	UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.

Change 3244687 on 2017/01/03 by Matthew.Griffin

	Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs

Change 3246112 on 2017/01/04 by Ben.Marsh

	UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.

Change 3246223 on 2017/01/04 by Ben.Marsh

	UBT: Prevent version manifests being overridden if a file is not being built as part of the target.

Change 3246387 on 2017/01/04 by Ben.Marsh

	UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.

Change 3247004 on 2017/01/04 by Ben.Marsh

	UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.

Change 3247250 on 2017/01/04 by Ben.Marsh

	UBT: Prevent precompiled binaries being added to the list of app binaries twice.

Change 3247594 on 2017/01/05 by Ben.Marsh

	Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.

Change 3247763 on 2017/01/05 by Ben.Marsh

	UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.

Change 3247775 on 2017/01/05 by Ben.Marsh

	UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.

Change 3247811 on 2017/01/05 by Ben.Marsh

	EC: Add a batch file for testing postp filters.

Change 3247839 on 2017/01/05 by Ben.Marsh

	EC: Include the name of the file being compiled when parsing MSVC errors and warnings.

Change 3248101 on 2017/01/05 by Ben.Marsh

	UBT: Fix Android support for force included headers.

Change 3248533 on 2017/01/05 by Ben.Marsh

	PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)

Change 3249205 on 2017/01/06 by Ben.Marsh

	UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.

Change 3249249 on 2017/01/06 by Ben.Marsh

	UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.

Change 3249486 on 2017/01/06 by Ben.Marsh

	UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.

Change 3249736 on 2017/01/06 by Ben.Marsh

	UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.

Change 3250179 on 2017/01/07 by Ben.Marsh

	Fix creating installed build when root directory contains a space in the name.

Change 3250181 on 2017/01/07 by Ben.Marsh

	UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.

Change 3250223 on 2017/01/07 by Ben.Marsh

	UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.

Change 3250233 on 2017/01/07 by Ben.Marsh

	UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.

Change 3250241 on 2017/01/07 by Ben.Marsh

	UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.

Change 3250400 on 2017/01/08 by Ben.Marsh

	UBT: Move executor config settings onto the executor instances.

Change 3257708 on 2017/01/13 by Ben.Marsh

	UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.

Change 3260535 on 2017/01/17 by Ben.Marsh

	Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.

Change 3260875 on 2017/01/17 by Ben.Marsh

	EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.

	To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.

Change 3261724 on 2017/01/18 by Ben.Marsh

	Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.

Change 3261756 on 2017/01/18 by Ben.Marsh

	IncludeTool: Prevent matching a full enum declaration as a forward declaration.

Change 3261932 on 2017/01/18 by Ben.Marsh

	EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:

	"Monday, Tuesday and Wednesday at 10:30"
	"Daily except Sunday and Wednesday at 14:30"

	 Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.

	#jira UEB-729

Change 3262676 on 2017/01/18 by Ben.Marsh

	UBT: Split UBTMakefile into its own file. (From PR #3106)

Change 3263893 on 2017/01/19 by Ben.Marsh

	UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...

Change 3264291 on 2017/01/19 by Ben.Marsh

	UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.

Change 3264534 on 2017/01/19 by Ben.Marsh

	UBT: Include plugin config files in generated projects.

Change 3264571 on 2017/01/19 by Ben.Marsh

	UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.

Change 3265745 on 2017/01/20 by Ben.Marsh

	UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.

Change 3265777 on 2017/01/20 by Ben.Marsh

	UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.

Change 3268314 on 2017/01/23 by Ben.Marsh

	UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.

Change 3269601 on 2017/01/24 by Ben.Marsh

	UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.

Change 3269607 on 2017/01/24 by Ben.Marsh

	UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.

Change 3269608 on 2017/01/24 by Ben.Marsh

	UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.

Change 3271062 on 2017/01/24 by Ben.Marsh

	UBT: Fixes for bugs detected by PVS Studio (PR #3161)

Change 3272421 on 2017/01/25 by Ben.Marsh

	Fix commends regarding DDC in BaseEngine.ini

	#jira UE-41076

Change 3272810 on 2017/01/25 by Ben.Marsh

	Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.

Change 3272935 on 2017/01/25 by Ben.Marsh

	Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.

Change 3274167 on 2017/01/26 by Ben.Marsh

	Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.

	#jira UE-36457

Change 3275557 on 2017/01/27 by Ben.Marsh

	Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.

Change 3275628 on 2017/01/27 by Ben.Marsh

	UBT: Splitting configuration files into one class per-file.

Change 3276784 on 2017/01/29 by Ben.Marsh

	Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.

Change 3276792 on 2017/01/29 by Ben.Marsh

	UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.

Change 3277263 on 2017/01/30 by Ben.Marsh

	IncludeTool: Merging various fixes.

	* Fix warnings about #include directives after first code block from parsing monolithic headers.
	* Fix exception on startup if the intermediate directory does not already exist.
	* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
	* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
	* Remove (unused) code which makes assumptions about files ending with "Classes.h".
	* Add a verbose per-file output log to aid with debugging.
	* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
	* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
	* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
	* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
	* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.

Change 3277307 on 2017/01/30 by Ben.Marsh

	UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.

[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Gil Gribb
cbeb7d3bfe Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3109293)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3091951 on 2016/08/17 by Chris.Bunner

	(Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass.

Change 3093162 on 2016/08/18 by Ben.Woodhouse

	Fix minor memory leak (missing delete of RT Heartbeat thread)

Change 3093470 on 2016/08/18 by Ben.Woodhouse

	Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it.  Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer.
	Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread)

Change 3093698 on 2016/08/18 by Daniel.Wright

	Translucent lighting volume draw event cleanup

Change 3093700 on 2016/08/18 by Daniel.Wright

	Clamp on box reflection capture transition distance visualizer

Change 3093755 on 2016/08/18 by Ryan.Vance

	Merging stereo planar reflections from Odin.

Change 3094060 on 2016/08/18 by Daniel.Wright

	Fully featured base pass reflection captures with blending and parallax correction
	* Used in the forward renderer when materials opt-in to 'High Quality Reflections'
	* Used in the deferred renderer for translucent 'Surface ForwardShading' materials
	* Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer
	* Fixed grid culling in stereo / splitscreen
	* The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX.  PS4 cost is about the same.
	* Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity
	* SetupHZB is now skipped when SSAO / SSR / HZB are all disabled

Change 3094160 on 2016/08/18 by Daniel.Wright

	CIS fixes

Change 3094899 on 2016/08/19 by Ben.Woodhouse

	Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes.
	https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html

	#jira UE-34937

Change 3095256 on 2016/08/19 by Daniel.Wright

	Disabled ISR warning spamming CIS

Change 3095468 on 2016/08/19 by Daniel.Wright

	Fixed refcounting on hit proxy render targets

Change 3095470 on 2016/08/19 by Daniel.Wright

	Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point

Change 3096274 on 2016/08/22 by Rolando.Caloca

	DR - vk - added missing BC4

Change 3096291 on 2016/08/22 by Rolando.Caloca

	DR - vk - Fix image views for some rendertarget formats
	- Fix ImageViews on sub mips

Change 3096579 on 2016/08/22 by Rolando.Caloca

	DR - vk - Fix rendering for shaders with no descriptors

Change 3096584 on 2016/08/22 by Rolando.Caloca

	DR - vk - Fix 3d texture update

Change 3096813 on 2016/08/22 by Rolando.Caloca

	DR - Fix GL linking errors
	PR #2615

Change 3097062 on 2016/08/22 by Rolando.Caloca

	DR - vk - Added unified mem flag
	- Added Mip index into UAV
	- Switched compute descriptor set index 0

Change 3097065 on 2016/08/22 by Rolando.Caloca

	DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE

Change 3097084 on 2016/08/22 by Daniel.Wright

	Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default)

Change 3097086 on 2016/08/22 by Rolando.Caloca

	DR - vk - Missed file

Change 3097943 on 2016/08/23 by Rolando.Caloca

	DR - hlslcc - Remove duplicated definitions out into a common header

Change 3098166 on 2016/08/23 by Rolando.Caloca

	DR - Custom Renderer callback after getting SceneColor

Change 3098418 on 2016/08/23 by Olaf.Piesche

	Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data.

	#jira UE-34838

Change 3098448 on 2016/08/23 by Rolando.Caloca

	DR - vk - fixes for depth/stencil descriptors
	- Minor debug dump improvement

Change 3098463 on 2016/08/23 by Daniel.Wright

	Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights

Change 3098556 on 2016/08/23 by Daniel.Wright

	Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering.

Change 3098672 on 2016/08/23 by Rolando.Caloca

	DR - vk - Fixed crash when using vertex shaders with no descriptors

Change 3099173 on 2016/08/24 by Ben.Woodhouse

	Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths

	- Re-enable non-checkerboard skin by default

	- Checkerboard issues fixed:
	    - Emissive lighting was being applied twice due to not taking checkerboard pattern into account
	    - Emissive lighting was modulated by basecolor in the recombine
	    - Metallic materials were contributing specular lighting to the diffuse channel

	 - Non-checkerboard fixes:
	    - Fix write mask during SkyLightDiffuse so alpha is updated correctly
	    - Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor)

	 - Optimisation: Fall back to default lit for pixels where the opacity is 0.
	    - For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive)
	    - For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels

	#jira UE-34561

Change 3099673 on 2016/08/24 by Daniel.Wright

	Removed unused reflection shape variables

Change 3099674 on 2016/08/24 by Daniel.Wright

	Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208)
	Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture

Change 3099700 on 2016/08/24 by Daniel.Wright

	Disabled log spam when a Rift is connected but not being used

Change 3099730 on 2016/08/24 by Daniel.Wright

	MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox

Change 3099789 on 2016/08/24 by Brian.Karis

	FloatRGB  is now always supported.

	If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported.

Change 3099987 on 2016/08/24 by Daniel.Wright

	Fixed light grid debug asserts on PS4
	* Always creating the local light buffer, even if it won't be used by the shader
	* Transition ViewState FRWBuffers to writable at the beginning of a new frame

Change 3100120 on 2016/08/24 by Rolando.Caloca

	DR - vk - Use 256MB pages for GPU memory

Change 3100151 on 2016/08/24 by Daniel.Wright

	PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet

Change 3100302 on 2016/08/24 by Rolando.Caloca

	DR - vk - Mem system changes
	- Now allocates a readback heap from GPU->CPU
	- Removed bad total memory on heap/type
	- Added fallback to another mem type if it's OOM

Change 3101110 on 2016/08/25 by Rolando.Caloca

	DR - vk - Remove r.Vulkan.UseGLSL

Change 3101121 on 2016/08/25 by Rolando.Caloca

	DR - vk - Initial support for HiResShot

Change 3101450 on 2016/08/25 by Rolando.Caloca

	DR - vk - Remove imagelayout from textures; renamed a method for clarity

Change 3101462 on 2016/08/25 by Daniel.Wright

	Planar reflections no longer update GPU particles, fixes Scene Depth particle collision

Change 3101525 on 2016/08/25 by Frank.Fella

	Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout.

Change 3101613 on 2016/08/25 by Rolando.Caloca

	DR - vk - Fix static analysis warning

Change 3101686 on 2016/08/25 by Frank.Fella

	Niagara - Move asset type actions into the niagara module.

Change 3101865 on 2016/08/25 by Rolando.Caloca

	DR - vk - Fix compile issue when enabling dump layer

Change 3101946 on 2016/08/25 by Frank.Fella

	Orion - Fix include error caused by niagara include fixup.

Change 3101999 on 2016/08/25 by Frank.Fella

	Fortnite - Fix include error caused by niagara include fixup.

Change 3102035 on 2016/08/25 by Frank.Fella

	Ocean - Fix include error caused by niagara include fixup.

Change 3102047 on 2016/08/25 by Frank.Fella

	UnrealTournament - Fix include error caused by niagara include fixup.

Change 3102627 on 2016/08/26 by Frank.Fella

	Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files.

Change 3102654 on 2016/08/26 by Ben.Woodhouse

	Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators
	#jira UE-33424

Change 3102780 on 2016/08/26 by Ben.Woodhouse

	Make shadow culling take FOV into account, via LODDistanceFactor
	Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized
	#jira UE-33873

Change 3102930 on 2016/08/26 by Rolando.Caloca

	DR - vk - Do not require backbuffer at start, like Metal

Change 3103061 on 2016/08/26 by Rolando.Caloca

	DR - vk - More debug dump to help track down issues

Change 3103143 on 2016/08/26 by Rolando.Caloca

	DR - vk - Added partial image view for each texture for Depth/Stencil
	- Removed some unused members from textures

Change 3104162 on 2016/08/29 by Gil.Gribb

	Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3104491 on 2016/08/29 by Rolando.Caloca

	DR - vk - Fix merge issue

Change 3104500 on 2016/08/29 by Rolando.Caloca

	DR - Rebuilt hlslcc libs after merge

Change 3104978 on 2016/08/29 by John.Billon

	-Moved Particle Cutouts to the Required Module
	-Pre-existing SubUVAnimation data is automatically moved to required on Init.
	-Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default.

Change 3105249 on 2016/08/29 by John.Billon

	Fixing non-editor compile error.

Change 3105326 on 2016/08/29 by Zabir.Hoque

	SIMD Movie Player on XB1

Change 3105813 on 2016/08/30 by John.Billon

	Fixing static analysis warning.

Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt

	Removed duplicated view uniform shader parameters initialization between slate and scene rendering.  Moved all the duped initialization into a single shared method.  The shared method should be where new parameters are initialized if they are required for the view to work properly.

Change 3106350 on 2016/08/30 by Rolando.Caloca

	DR - vk - Added missing texture formats
	- Added texture debug name

Change 3106547 on 2016/08/30 by Rolando.Caloca

	DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth

Change 3106631 on 2016/08/30 by Uriel.Doyon

	Dirty Texture Streaming Build do not dirty maps anymore.
	#jira UE-35241

Change 3106919 on 2016/08/30 by Rolando.Caloca

	DR - Temp workaround to get Vulkan up & running, might require hlslcc fix

Change 3106974 on 2016/08/30 by Uriel.Doyon

	Changed lightmass exports version from GUID to INT in order to shorten filenames.

Change 3106988 on 2016/08/30 by Uriel.Doyon

	New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default).
	#jira UE-35227

Change 3107927 on 2016/08/31 by John.Billon

	-Duplicating OpenGL4 ClearUAV Implementation from 4.13
	-Fixed uav clear format.
	#Jira UE-35345

Change 3108095 on 2016/08/31 by Marc.Olano

	Restore initialization of noise textures, accidentally removed in @3106322

	#jira UE-35369

Change 3108557 on 2016/08/31 by John.Billon

	Fixing HTML5 compile error

[CL 3109297 by Gil Gribb in Main branch]
2016-08-31 21:22:32 -04:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Rolando Caloca
88ff3983ea UE4 - Revert CCT
[CL 2313607 by Rolando Caloca in Main branch]
2014-09-29 18:57:21 -04:00
Rolando Caloca
941da65c63 hlslcc - Move hlslcc interface out of each shader format and into ShaderCompilerCommon module
- Delete hlslcc exe files (not needed anymore)

[CL 2312870 by Rolando Caloca in Main branch]
2014-09-29 10:10:28 -04:00
Gil Gribb
fa7226b8fe UE4 - merge first pass at parallel rendering to main
[CL 2095959 by Gil Gribb in Main branch]
2014-06-05 16:38:54 -04:00