Commit Graph

32 Commits

Author SHA1 Message Date
zach bethel
0850ab402b Ported histogram passes to RDG.
#rb zabir.hoque
#jira none

[CL 7956565 by zach bethel in Dev-Rendering branch]
2019-08-12 20:19:14 -04:00
Rolando Caloca
1e0da084dc DR - Deprecate FVertexShaderRHIParamRef, FHullShaderRHIParamRef, FDomainShaderRHIParamRef, FPixelShaderRHIParamRef, FGeometryShaderRHIParamRef and FComputeShaderRHIParamRef
#rb none

[CL 6665448 by Rolando Caloca in Dev-Rendering branch]
2019-05-29 13:53:05 -04:00
Marcus Wassmer
cbfcbbb93b Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
Should be just copyright updates

[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00
Matt Collins
96be068b75 Render Passes
Self-contained PostProcessing effects.

#jira UERNDR-292
#rb rolando.caloca

[CL 4514307 by Matt Collins in Dev-Rendering branch]
2018-10-26 19:28:13 -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
Chris Bunner
77adbcb22a Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3809756)
#rb None
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3629223 by Rolando.Caloca

	DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847

Change 3629708 by Rolando.Caloca

	DR - vk - Redo some changes from DevMobile
	3601439
	3604186
	3606672
	3617383
	3617474
	3617483

Change 3761370 by Arne.Schober

	DR - Added CityHash to use with conatiners and stuff. It provides good performance and high quallity across multiple platforms.

Change 3761437 by Guillaume.Abadie

	Optimises motion blur compute shader for consoles.

Change 3761483 by Guillaume.Abadie

	Fixes D3D11 RHI lying to dynamic resolution heuristic with t.MaxFPS.

Change 3761995 by Mark.Satterthwaite

	Add the Metal compiler path to the local .pch filename to avoid problems when Xcode moves.

Change 3761996 by Mark.Satterthwaite

	Emit more details when a pixel shader is found to have no outputs at all which Metal doesn't permit. More likely this is a bug in the shader compiler not configuring the in-out mask correctly...

	#jira UE-52292

Change 3761999 by Mark.Satterthwaite

	No need to avoid tessellation for FMetalRHICommandContext::RHIEndDrawIndexedPrimitiveUP anymore - that was from back when the tessellation logic was replicated in each RHI*Draw* implementation.

	#jira UE-51937

Change 3762181 by Joe.Graf

	Changed MaxShaderJobBatchSize to 25 on Mac as it reduced shader compile time by 21%

Change 3762607 by Mark.Satterthwaite

	Remove accidentally included changes from 3761995.

Change 3762612 by Mark.Satterthwaite

	Enable the explicit sincos intrinsic for Metal to avoid instances of UE-52477 that can cause shaders to compile incorrectly through hlslcc.
	#jira UE-52477

Change 3762772 by Michael.Lentine

	Move RHI calls to render thread.

Change 3763021 by Richard.Wallis

	Remove shader cache tool project and implementation.
	#jira UE-51613

Change 3763082 by Guillaume.Abadie

	More SceneTexture, SceneColor and SceneDepth automated tests

Change 3763111 by Richard.Wallis

	Clone of CL 3763033 (Release-4.18):
	Fix for crash upon launching packaged game on Mac with Share Material Shader Code enabled.
	#jira UE-52121

Change 3763657 by Michael.Lentine

	Invalidate ddc for skeletal mesh render data so that the duplicated vertex render structures are properly serialized.

Change 3763727 by Jian.Ru

	Fix Player Collision view mode. It is caused by checking an uninitialized vertex buffer so the check always fail.
	#jira UE-52052

Change 3763738 by Guillaume.Abadie

	Implements SSR input post process material location.

Change 3764271 by Mark.Satterthwaite

	Allow ControlPointPatch lists to flow through MetalRHI as it was setup to handle this transparently - the VSHS compute shader will convert them to triangles to draw. Report the same warning as in the pipeline creation stage as this hasn't been formally validated.

	#jira UE-52454

Change 3764316 by Daniel.Wright

	Added AVolumetricLightmapDensityVolume - gives local control over Volumetric Lightmap density.  Dropping the top mip outside of the play area in Monolith saves 20Mb (35Mb original).
	Volumetric Lightmap no longer refines around static translucent geometry - saves 5Mb in Monolith
	Reworked brick culling by error mechanism.  Now compares error to interpolated parent lighting instead of the brick average - prevents dropping constant value bricks which are near a wall and cause leaking due to parent interpolation after being culled.

Change 3764318 by Daniel.Wright

	Missing file

Change 3764321 by Daniel.Wright

	Shader compiling memory optimizations
	* Editor memory: Sharing uniform buffer includes and GeneratedInstancedStereo.ush per FShaderType (was previously duplicated per FShader job)
	* SCW input size: Sharing uniform buffer includes and SharedEnvironment per batch
	* 7.6Gb of shader job inputs in memory -> .5Gb (13x less) when doing a full shader compile of Paragon Editor
	* 13.8Gb written into worker input files -> 2.9Gb (4.7x less).  Global shaders are never batched when sent to SCW so unoptimized by these changes.

Change 3764595 by Daniel.Wright

	Added VolumetricLightmapDensityVolume asset icons

Change 3764701 by Michael.Lentine

	Add duplicated vertices merging for meshmerge.

Change 3766002 by Guillaume.Abadie

	Fixes a crash in translucency.

Change 3766007 by Guillaume.Abadie

	Oups.... Fixes compilation failure.

Change 3766697 by Guillaume.Abadie

	Giant refactor of global shader interface for upcoming native support of permutation.

	CL generated by python script.

Change 3767205 by Chris.Bunner

	Deferring FMaterial::RenderingThreadShaderMap update to render-thread rather than assumption commands have been flushed.

	#jira UE-50652

Change 3767207 by Chris.Bunner

	Clamp fetched texture coordinates to those available on the mesh.

Change 3767209 by Chris.Bunner

	PR #4203: Early-outs in UMaterialInstance parameter setters (Contributed by stefanzimecki)

	#jira UE-52193

Change 3767772 by Mark.Satterthwaite

	MetalShaderFormat will no longer fallback to text shaders when you ask it to compile to bytecode but the bytecode compiler is not available (either locally or remotely) - this ensures that the DDC can't be poisoned by incorrectly configured clients. The Editor is already setup such that if the remote shader compiler is not configured & Xcode is not available locally the shader-compiler will be invoked to generate text shaders.

	#jira UE-52554

Change 3768604 by Guillaume.Abadie

	Polish up with new global shader function signature.

Change 3768993 by Guillaume.Abadie

	Fixes r.Upscale.Panini cvars

Change 3769478 by Mark.Satterthwaite

	Move the ue4_stdlib.metal & PCH into a temporary directory that exists for the lifetime of the SCW on the remote side as well as the local one and add this path as an include directory.
	#jira UE-52587

Change 3769703 by Mark.Satterthwaite

	For all Metal platforms >= Metal v1.2 transform mul(a,b) into fma(a,b,0) to prevent the Apple compiler reordering operations differently between the base & depth passes which results in variance in the position output.
	For iOS disable fast-math when the vertex-shader uses World-Position-Offset because there are additional problems on the iOS shader compiler that result in position variance even with the above fix - WPO performance will suffer but I don't have any alternatives.
	Remove the depth-offset hack from the depth-only vertex shader again.

	#jira UES-5651

Change 3769763 by Mark.Satterthwaite

	Handle swizzle's in the hlslcc fma identification pass so that we reduce the number of instructions and the platform compiler can't break the instructions up.

Change 3769849 by Mark.Satterthwaite

	Fix CIS error.

Change 3770517 by Richard.Wallis

	Fix for crash when creating a new media texture (AppleIntelHD5000GraphicsMTLDriver!SamplerStage::bindSamplerToTexture()).  Missing texture resource for binding.  Old InitDynamicRHI() code has been refactored out into seperate functions which leaves us on Mac with a NULL resource initially after creation which Metal doesn't like.  This fix puts InitDynamicRHI down the default setup/clear path which inits default resources - I don't think we should use a global dummy in this instance as this is a render target.

	#jira UE-51940

Change 3770688 by Uriel.Doyon

	Fixed texture resolution returning 0 when running blueprint construction scripts at cook time.

Change 3771115 by Mark.Satterthwaite

	Report errors from failed attempts to compile global shaders or we can't see why things fail on non-Windows platforms.

Change 3771263 by Mark.Satterthwaite

	Change the way ManualVertexFetch is enabled on Metal platforms so that it is enabled when targeting Metal v1.2 and higher (macOS 10.12+/iOS 10+). This brings iOS in the Desktop Forward renderer back into line with the Mac.

	#jira UERNDR-300

Change 3773472 by Guillaume.Abadie

	Fixes a crash on PIE of SimpleComposure project.

Change 3773475 by Guillaume.Abadie

	Fixes bug in editor viewport caused by SSR input changes.

Change 3774677 by Arne.Schober

	DR - Deprecated SetLocal from the RHICmdlist
	Fixed some unnecessary PSO collisions.

Change 3777037 by Mark.Satterthwaite

	Remove incorrect change that caused a reference to "accurate::sincos" to appear in some Metal shaders rather than "precise::sincos".

Change 3777122 by Mark.Satterthwaite

	Back out changelist 3777037 - I'm blind and wasn't seeing the real problem was a stale shader cache...

Change 3777196 by Mark.Satterthwaite

	Fix text-shader compilation on iOS 10 - maybe iOS 9 too (untested!).

	We need our own make_scalar type-trait template for ue4_stdlib.metal so that we still compile with older iOS runtime compilers and we can't use as_type to directly implement the packHalf2x16/unpackHalf2x16 intrinsics for these older runtime compilers either.

Change 3779098 by Rolando.Caloca

	DR - vk - Fix query index

Change 3779275 by Mark.Satterthwaite

	Silence the Metal runtime compiler warning caused by use of a deprecated enum value when running text shaders compiled for Metal v1.0/1.1 on a Metal v1.2+ OS.

	#jira UE-52554

Change 3779427 by Rolando.Caloca

	DR - vk - Fix for allocator contention

Change 3779608 by Uriel.Doyon

	Fixed invalid access in the resave package commantlet when building texture streaming material data for materials enabling tesselation.

Change 3784496 by Mark.Satterthwaite

	Temporarily disable USE_OBJECT_COMPOSITING_TILE_CULLING  for Metal shader compilation only - other platforms are unaffected - as it isn't working properly for some reason. need to work out what's up but don't want Distance Fields to be completely snookered in the interim.

	#jira UE-52952

Change 3784608 by Rolando.Caloca

	DR - Copy 3784588
	- Fix for drivers returning out of date swapchains during resizes

Change 3784734 by Mark.Satterthwaite

	Real fix for UE-52952 - MetalShaderFormat wasn't propagating the full thread-group value.

	#jira UE-52952

Change 3784741 by Mark.Satterthwaite

	More Metal debugging commandline options "-metalfastmath" & "-metalnofastmath" to force fast-math on or off for all shaders, must be using runtime-compiled shaders (i.e. -metalshaderdebug or r.Shaders.Optimise=0) to take effect.

Change 3787103 by Guillaume.Abadie

	Kills BuiltinSamplers UB

Change 3787207 by Guillaume.Abadie

	Sorry, compile fix that were fine with local changes...

Change 3787396 by Marcus.Wassmer

	PR #4271: UE-52901: Set VIS_Max meta to hidden (Contributed by projectgheist)

Change 3788028 by Peter.Sumanaseni

	Working linear HDR exr output from sequencer

Change 3788536 by Mark.Satterthwaite

	Track whether the Metal shader uses the discard_fragment function as when this is used but without any other outputs we know we need to bind at least one render-target or a depth-stencil surface but we don't know which. This lets us correctly error when we encounter a shader with no outputs at all which Metal doesn't permit.
	#jira UE-52292

Change 3788538 by Mark.Satterthwaite

	Let's try mitigating UE-46604 on Nvidia by retaining resource references in the command-buffer. This shouldn't be necessary and isn't typically on other vendors but we haven't been able to reproduce this reliably enough to get to the bottom of it.

	#jira UE-46604

Change 3789083 by Guillaume.Abadie

	Implements global shader permutations. Example in ScreenSpaceReflections.cpp.

Change 3789090 by Guillaume.Abadie

	Fixes linux build.

Change 3789106 by Guillaume.Abadie

	Fixes compilation failure in niagara plugin.

Change 3789274 by Guillaume.Abadie

	Avoid hit proxies to clobber TAA's hitsory.

	#jira UE-52968

Change 3789380 by Guillaume.Abadie

	Back out changelist 3789083: global shader permutation because compilation failure in clang.

Change 3789648 by Guillaume.Abadie

	Relands global shader permutation, with clang support.

Change 3789712 by Guillaume.Abadie

	Fixes TestImage show flag with TAAU on.

	#jira UE-53061

Change 3791593 by Guillaume.Abadie

	Reinvalidates shaders with shader permutations.

Change 3791884 by Daniel.Wright

	Added BP setter for LowerHemisphereColor

Change 3791886 by Daniel.Wright

	Added LightmapType to PrimitiveComponent
	* ForceVolumetric allows forcing static geometry to use Volumetric Lightmaps, which can be useful on instanced foliage where seams are prevalent.  Lightmass internal caching still requires lightmap UVs and reasonable lightmap resolution.
	* ForceSurface replaces bLightAsIfStatic
	Improvements to Volumetric Lightmap quality needed for static geometry
	* Stationary light shadowing is now dilated inside geometry
	* Now doing two dilation passes since samples near geometry see inside due to ray start bias
	* Refinement around geometry uses an expanded cell bounds when the geometry is going to use Volumetric Lightmaps, since cross-resolution stitching causes leaking
	Lightmass debug primitives are now tied to a swarm task instead of global - allows debugging of Volumetric Lightmap tasks

Change 3792256 by Guillaume.Abadie

	Fixes a bug where permutation was not actually serialised in FShader, so was ending up recompiling shader at every load.

Change 3792884 by Marcus.Wassmer

	Copying //UE4/Partner-AMD to Dev-Rendering (//UE4/Dev-Rendering)

Change 3793200 by Marcus.Wassmer

	Copying //UE4/Partner-IDV-SpeedTree to Dev-Rendering (//UE4/Dev-Rendering)
	Speedtree 8 support

Change 3793206 by Brian.Karis

	Added color grading control BlueCorrection to correct for artifacts with "electric" blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.

	Added color grading control ExpandGamut which expands bright saturated colors outside the sRGB gamut to fake wide gamut rendering.

	ACES changes.

Change 3793344 by Marcus.Wassmer

	Fix editortest compile

Change 3794285 by Guillaume.Abadie

	Serializes PermutationId according to archive rendering version to avoid issues with old material that were serializing a shader map into UObject.

Change 3794307 by Guillaume.Abadie

	Resaves uassets that were modified between 3789648 and 3794285

Change 3794627 by Mark.Satterthwaite

	Implement two components for MTLPP, an IMP cache for Objective-C selector implementations & an interposition framework for those same selectors:

	- imp_SelectorCache & friends provide the IMP caching for each of the Metal protocols which constitute most of the API, so far I've not covered the Metal classes used for the various descriptor/initializer types. Each type has its own IMPTable which caches the selector's implementation pointer and provides the mechanism to hook that implementation. As Objective-C is runtime dynamic this look up must be performed on the actual Class value returned by an object at runtime - you can't do this at compile time. Even things like NSString which appear compile-time static are really not as NSString is an alias for a class-cluster (NSString, NSMutableString, __NSInlineString and more).
	- The interpose directory contains MTI* files which are the framework for interposing all the functions in Metal's runtime API - I deliberately omit the descriptor classes & read-only functions as there's no benefit to interposing them - which I can build off to create a trace tool or a superior validation layer. Right now this is Mac only as there'll be some problems to solve for iOS/tvOS due to difference in linking requirements - not insurmountable.
	- Rebuild MTLPP's implementation of the C++ wrapper classes around the IMPTable's - this means we avoid all the objc_msgSend overhead for all the classes and functions whose implementations are cached. Right now the IMPTable is going to incur a look-up for all non-copy/move constructors which is suboptimal - ideally the Metal IMPTables would be cached in the Device object as they will be consistent within a single Device.
	- Sort out the MTLPP availability logic - it now exports the availability warnings to the caller and internally just blithely assumes it may call the functions, the caller is responsible for ensuring that calls are made only on appropriate devices & OSes. This reduces MTLPP complexity and better fits how MetalRHI works.
	- Fix a number of retain/release bugs that were lying dormant in MTLPP but exposed by the switch to IMPTables.
	- Add tvOS support.

	Next up, put this into MetalRHI and start fixing all the fallout.

Change 3794631 by Mark.Satterthwaite

	Missed updating mtlpp's build.cs for TVOS.

Change 3794651 by Uriel.Doyon

	UPointLightComponent::GetUnitsConversionFactor() now takes the cone angle as parameter. This allows to fix spotlight unit conversion when using lumens.

Change 3794720 by Guillaume.Abadie

	Fixes a bug in Global{Bilinear,Trilinear}ClampedSampler that was actually doing a Point sampling.

Change 3794749 by Mark.Satterthwaite

	Fix mtlpp.build.cs paths.

Change 3794856 by Mark.Satterthwaite

	Fix some shadowing warnings.

Change 3795484 by Daniel.Wright

	Implemented the Spherical Harmonic windowing algorithm from 'Stupid Spherical Harmonics (SH) Tricks'
	New WorldSettings Lightmass property VolumetricLightmapSphericalHarmonicSmoothing controls the global amount of smoothing applied

Change 3795590 by Brian.Karis

	Area light fixes

	Fixed order of operations. This helps mixing of SourceRadius, SourceLength, and SoftSourceRadius.

Change 3796832 by Marcus.Wassmer

	Correct shouldcache condition for new resolve shader

Change 3796884 by Marcus.Wassmer

	Doing it right this time.

Change 3797196 by Mark.Satterthwaite

	More updates to MTLPP to make things simpler and reduce the number of spurious Objective-C warnings that are emitted because of the way we are using the runtime.

Change 3797200 by Daniel.Wright

	Lightmass now uses the highest density VolumetricLightmapDensityVolume settings that affect any part of a cell

Change 3797221 by Daniel.Wright

	Reduced default SphericalHarmonicSmoothing based on RoboRecall tests.  Now only active with strong direct lighting from static lights by default.

Change 3797411 by Brian.Karis

	Disable ExpandGamut for old tone mapper.

Change 3797462 by Mark.Satterthwaite

	More build warnings silenced after changing to the lowest possible deployment target OS for each library.

Change 3797585 by Mark.Satterthwaite

	Range-based-For support in the NSArray wrapper.

Change 3797836 by Mark.Satterthwaite

	Even more forward-declarations to avoid system headers poking through to the including code from mtlpp.

Change 3798027 by Mark.Satterthwaite

	Fix handling of nil objects, on which no functions may be called, command-buffer retention and IMP declaration.

Change 3798154 by Mark.Satterthwaite

	Fix some egregious memory leaks that rewriting to use mtlpp exposed before we carry on - don't want these slipping into 4.19.

Change 3800990 by Mark.Satterthwaite

	Typedef all the completion-handler callback types in mtlpp to make future me's life easier.

Change 3801400 by Chris.Bunner

	Improving automated test errors on failure to generate report data.

Change 3801726 by Mark.Satterthwaite

	Correct some function availability and the command-buffer error status in mtlpp.

Change 3801808 by Chris.Bunner

	Added DefaultScalability.ini to EngineTest that forces all quality levels to Engine default Epic for now to improve consistency.

Change 3801862 by Marcus.Wassmer

	Update automated tests with color gamut change

Change 3802214 by Chris.Bunner

	When running automated tests in and editor-locked PIE viewport, skip resizing as the editor can't handle this.
	Added bindable delegate called when ScreenshotRequest is processed - Useful to allow screenshots to override and restore settings per capture.

	#jira UE-53188

Change 3802243 by Chris.Bunner

	Added button to automated test screenshot browser to add or replace all outstanding test reports if appropriate.
	DeleteAllReports button is now only enabled whilst there are reports in the list.

Change 3802372 by Chris.Bunner

	Updating more test screenshots.

Change 3803683 by Chris.Bunner

	Adding more logging and multiple attempts to automated test report network save.
	Added small wait on repeated operations that are known to fail.

Change 3803826 by Rolando.Caloca

	DR - vk - Fix merge issue

Change 3804181 by Chris.Bunner

	Tentative fix for CIS test failure.

Change 3804236 by Chris.Bunner

	Additional logging for case where file write silently fails, report platform-specific error.

Change 3804303 by zachary.wilson

	Cleaning up assets in QAGame saved with empty engine versions to resolve warnings seen when launching on

Change 3804410 by Chris.Bunner

	Added additional logging when automated screenshot test fails due to size mismatch.
	Mismatched bounds are colored red in the delta.

Change 3804455 by Mark.Satterthwaite

	Fix a small number of persistent memory leaks on the Mac build that slowly consume more and more memory as you use the Editor - interacting with menu's was particularly egregious as each NSMenu would leak after you move away.

	#jira NA

Change 3804667 by Chris.Bunner

	Speculative CIS fixes.

Change 3806008 by Chris.Bunner

	Partially reimplementing backed-out CL 3804181 to improve consistency of how automated screenshot test settings are applied/restored.

	#tests CIS preflight job 8174412

Change 3806909 by Mark.Satterthwaite

	Use the vertex-shader's in-out mask to ensure that we only validate legitmate vertex-streams in Metal's DrawIndexedPrimitive implementation.

	#jira UE-53046

Change 3807059 by laz.matech

	Checking in QAGame Rendering Map, QA-PhysicalLightingUnits, for testing Physical Light Units.
	Wanted to get this in before copy up.

	#Jira none

Change 3807726 by Chris.Bunner

	Removed a check that we can't fix up. The check hits unbound buffers which it assumes means a failure but is actually due to m.v.fetch. We don't have the information available to know which are which removed from the input without reading from the shader.

	#jira UE-53046

Change 3807800 by Guillaume.Abadie

	Fixes some warning in shader headers.

Change 3807804 by Guillaume.Abadie

	Back out changelist 3807800

Change 3807807 by Guillaume.Abadie

	Relands shader header warnings.

Change 3808046 by Chris.Bunner

	Dropping a new automated test error back to a warning as this may lead to genuine issues being ignored in the short term.

Change 3809579 by Chris.Bunner

	Back out changelist 3774677.

	#jira UE-53483

Change 3809620 by Chris.Bunner

	Updating animated cloth test screenshot.

Change 3803629 by Chris.Bunner

	Rebuilt CornellBox and DistanceField test maps, updated screenshots.

Change 3787045 by Guillaume.Abadie

	Moves some global samplers to Common.ush

Change 3809756 by Chris.Bunner

	Updating animated cloth test screenshot.

[CL 3809764 by Chris Bunner in Main branch]
2017-12-15 12:47:47 -05:00
Chris Bunner
337291cb1d Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3760894)
#rb Rendering
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3658809 by Chris.Bunner

	Changing default HDR display gamut to P3 as in practice that's more common than Rec2020, this should be a user-facing option where possible though as we can't automatically retrieve that data.

Change 3658842 by Chris.Bunner

	Backing out previous HDR default gamut change as it conflicts with mandatory platform defaults.

Change 3695269 by Arne.Schober

	DR - Make clang happy wreorder

Change 3695418 by Guillaume.Abadie

	Fixes compilation failure in FoliageType_InstancedStaticMesh.cpp.

Change 3695430 by Guillaume.Abadie

	Fixes missing BeginFrame dynamic resolution event in EngineTest.

Change 3695469 by Guillaume.Abadie

	Fixes crash when passing down an invalid parameter on the sample material expression's DDX, DDY parameters.

Change 3696091 by Guillaume.Abadie

	Fixes Linux compilation failure in DynamicResolution.cpp

Change 3696593 by Chris.Bunner

	Fixed typo in vetex factory enum.

Change 3696596 by Chris.Bunner

	Added material attributes type checking to If material expression.
	Updated If material expression to validate compilation of inputs.

Change 3696597 by Chris.Bunner

	Allow visible parameter retrieval to correctly traverse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.

Change 3696599 by Chris.Bunner

	Fixed material instance parameter visiblity when using nested static switches across functions.

	#jira UE-50878

Change 3696734 by Chris.Bunner

	Return type fix.

Change 3697123 by Guillaume.Abadie

	Fixes compilation failure in PostProcessWeightedSampleSum.cpp on Windows 32bits.

Change 3697125 by Guillaume.Abadie

	Fixes compilation failure in MaterialExpressionIf.h

Change 3697127 by Guillaume.Abadie

	Fixes compilation failure in DynamicResolution.cpp on shipping build.

Change 3697135 by Guillaume.Abadie

	Fixes crash in dynamic resolution event frontend when resizing game play viewport in EngineTest.

Change 3697199 by Guillaume.Abadie

	Fixes TAA upsample's shader compilation failure on Mac.

Change 3697220 by Guillaume.Abadie

	Makes static analysis happy again.

Change 3697280 by Chris.Bunner

	Fixing up invalid casts in material layers validation.

Change 3697366 by Rolando.Caloca

	DR - hlslcc - Fix warning

	#jira UE-43988

Change 3697451 by Rolando.Caloca

	DR - vk - Per pipeline descriptor pools
	Descriptor pool are now allocated per PSO instead of globally to reduce peak mem consumption and fragmentation
	Enabled on Windows only via VULKAN_USE_PER_PIPELINE_DESCRIPTOR_POOLS

Change 3697477 by Rolando.Caloca

	DR - vk - Custom memory allocator
	Remove old/unused stats

Change 3697486 by Rolando.Caloca

	DR - vk - Fix validation issue

Change 3697488 by Richard.Wallis

	Fix for Mac editor session no longer accurately tracking Mouse location after moving between Desktops in Mission Control on 10.12.6.  Problem stems from the extra call to update the slate cached window position in mouse move while dragging, which is itself is a hack but apparently this is needed as we don't get window position updates on Mac while dragging (although I couldn't see any -ve side effects without it) then the OS (in 10.12.6) doesn't always push out a final window did move notificaiton when changing desktops which leaves the window according to slate incorrectly positoned to it's frame.

	Solution is to either remove the mouse-move-while-drag window position hack or add a final window position update to the mouse-up event while dragging - this change is the latter.

	#jira UE-37553

Change 3697501 by Richard.Wallis

	Move audio processing over to audio bus tap.  Currently on Mac Media audio playback uses OS media player mixer rather than Engine as existing implemtation, using AVAssetReader, now suffers from poor performance with new Media Framework.  This audio tap version replaces that asset reader implementation but also suffers from bad quality audio hence is still disabled at the top of AvfMediaTracks.cpp.

	Original Code Review Description:

	Convert Mac to Play audio through the engine MediaFramework API rather than using AVMediaPlayer.  This is the Mac implementation only - this should work ok on iOS but unable to test due to missing audio type implementation (throws error "Init Buffer on unsupported sound type name = Synth type = 5"), as such is only enabled for Mac.  There maybe some extra tweaks required for iOS on app backgrounding etc if this feature is enabled.

	- Stuttering Audio Performace issue investiagation:  Re-Tested this implementation against [now fixed] current Mac implementation which was working fine last year and that implementation now has the same audio output quality (performance) issues as this one.  Basic investigation seems to point to somewhere in the engine audio handing.  When poor audio is heard the FMediaAudioResampler::Generate() function is dequeing an IMediaAudioSample sample buffer and the audio sample queue usually has 50-100 of these IMediaAudioSample buffers waiting in the queue.  I think the AvfMedia playback system is providing the sample buffers in good time but they are not getting consumed "fast" enough.  This under consuming also occurs if I force the Core Audio - Audio Unit mixer to use 48000 samples/sec.

	#jira UEPLAT-1677

Change 3697517 by Richard.Wallis

	XCode 9.0 extra nullability specifiers required.

Change 3697537 by Richard.Wallis

	Back out revision 23 from //UE4/Dev-Rendering/Engine/Plugins/Media/AvfMedia/Source/AvfMedia/Private/Player/AvfMediaTracks.cpp

Change 3697670 by Rolando.Caloca

	DR - vk - Fix mapstaging surface

Change 3697846 by Uriel.Doyon

	Allow denormalized values when converting float32 to float16.

Change 3697892 by Uriel.Doyon

	Fix for unaligned structure elements

Change 3699335 by Richard.Wallis

	Mac compile fix - turns out I did need these nullability specifiers here.

Change 3699663 by Guillaume.Abadie

	Fixes time unit conversions from microseconds to milliseconds error in dynamic resolution heuristic when using GPU busy time queries.

Change 3699959 by Rolando.Caloca

	DR - Fix barrier in the middle of render pass

Change 3699969 by Rolando.Caloca

	DR - vk - Change dump layer location so it prints out validation ids

Change 3700356 by Guillaume.Abadie

	Implements secondary screen percentage to be able to do TAA upsample followed spatial upscale so that the editor viewport still have same TAA upsample screen percentage range to test the content with no matter monitor's DPI.

Change 3701105 by Guillaume.Abadie

	Ignore per view automatic mip bias on texture type other than 2d textures.

	#jira UE-51396

Change 3702297 by Richard.Wallis

	Mac compile fix for nullable specifier.  Looks like Obj class using the C++ class also needs this otherwise it throws.  Seems to be some kind of xcode/compiler caching bug with this stuff as it'll report the error once then on subsequent compiles say everything is ok.

	#jira UE-51386

Change 3702357 by Richard.Wallis

	Mac nullability compile fix - again.  Looks like I fell foul of that xcode compile caching!
	#jira UE-51386

Change 3702424 by Guillaume.Abadie

	Fixes planar reflection from drowing themselves in their own FSceneRenderer in forward shading.

	#jira UE-51395

Change 3702464 by Guillaume.Abadie

	Fixes wrong viewport to buffer conversion of the distortion.

	#jira UE-51406

Change 3702819 by Guillaume.Abadie

	Fixes planar reflections with secondary screen percentage for HighDPI editor viewports.

Change 3703732 by Guillaume.Abadie

	Removes unecessary check(); when there is more than 2 players with planar reflections.

	#jira UE-51436

Change 3704302 by Guillaume.Abadie

	Removes unecessary Interface suffix on new dynamic resolution related interfaces

Change 3704390 by Chris.Bunner

	Fixed a coincidentally correct define.

Change 3704730 by Rolando.Caloca

	DR - vk - Fix map for depth surfaces

Change 3704739 by Rolando.Caloca

	DR - Debug label on D3D11 UAVs
	- Validate when running -d3debug

Change 3705000 by Chris.Bunner

	Skip compiling opacity and opacity mask inputs on opaque surface materials. Previously the code was always added to the shader, sometimes we force opaque materials down a masked path which then calls the dormant code unintentionally. A safer fix for UE-48254.
	Partially reverted previous fix in CL 3608303 which removed a material instance optimization caching the overridden base properties.

Change 3706065 by Guillaume.Abadie

	Does some renaming for primary screen percentage, and move the primary screen percentage method selection from dynamic resolution driver to FSceneView.

Change 3706464 by Chris.Bunner

	Fixed material property translate overrides that were generating code in the wrong entry.
	Fixed conditions  in If material expression GetInputType and IsMA check.

	#jira UE-51368

Change 3706641 by Chris.Bunner

	Missing "break" in switch statement (which unfortunately needs another bump to resolve).

Change 3706642 by Guillaume.Abadie

	Fixes assertion failure when r.TemporalAA.EnableUpscale = 1

Change 3706650 by Gil.Gribb

	UE4 - UE4 - Changes from intel. Increase number of worker threads on Windows to if hyperthreads (hyperthreads √ 2) else cores √ 1 up to a max of 22 workers. Increase MAX_THREADS multiplier per bank from 22 to 26. Intel VTune ITT event annotations. Wrapped in same function as your existing CPU events and enabled with √vtune. Optimize NV cloth by consuming FVector instead of FVector4 out of the solver. Vertex buffers were using FVector all along. ~15% improvement. Optimize cloth copy to vertex buffer by adding prefetch (similar to how bones are already done). Move local to world cloth transform from CPU to GPU. When simulating lots of vertices game thread was becoming bottleneck doing matrix multiply. Add your TaskGraph task switch latency test code.

Change 3706733 by Daniel.Wright

	Print Embree Build time

Change 3706841 by Daniel.Wright

	EmbreeFilterFunc4 now handles masked out intersections properly

Change 3707437 by Rolando.Caloca

	DR - vk - Android compile fix

	#jira UE-51474

Change 3707785 by Guillaume.Abadie

	Fixes viewport issue in bloom setup pass with TAA upsample.

Change 3709623 by Rolando.Caloca

	DR - vk - Missing barrier for reading into cpu

Change 3709633 by Rolando.Caloca

	DR - vk - Compile fix

Change 3710454 by Mark.Satterthwaite

	Refactor the way we compile Buffer<> & RWBuffer<> types for Metal so that we can support the type-conversion semantics of HLSL/D3D.
	- Buffer<> types are converted to Linear Textures unless the internal type is 3-compnent or the STRONG_TYPE macro is added as a type-qualifier. Linear Textures require an MTLTexture "view" object be created around the MTLBuffer which is the backing-store and it is typically best if that buffer is marked as Private (GPU-only) memory, reading from this in the shader then uses the texture-fetch hardware to perform the format conversion on load.
	- RWBuffer<> & 3-compnent Buffer<> types are converted to use template functions to load/store - the implementation of which will read the format from the BufferSizes meta-table and determine which type-conversion to apply. Function-constants are used to specialise the shader where feasible to reduce branch costs (function-constants are a Metal feature that allow efficient runtime recompilation of bytecode shaders).
	- Buffer<> & RWBuffer<> types where the STRONG_TYPE macro is added as a type-qualifier (only does something on Metal, everywhere else it is #define'd away) are compiled as "raw" Metal buffers of the inner-type (e.g. float4 for Buffer<float4>) and the MetalRHI runtime will enforce that only SRVs/UAVs of the proper format are bound to it. This is necessary in a couple of cases (BoneMatrices, NumCulledLightsGrid, CulledLightDataGrid & ForwardLocalLightBuffer buffers) which are used in a larger number of shaders as Linear Textures have poorer performance than Buffer<>/RWBuffer<>.
	- Most of the complications to generating subtly different Metal code for different OS/device combinations have been factored out into ue4_stdlib.metal which acts as an extension to the Metal shader standard-library and helps simplify the MetalBackend code - particularly helpful for Buffer<>/RWBuffer<> but also texturecube_array and the SM6 wave-related intrinsics.
	- Reverted some of the awkward Metal-specific changes Richard.Wallis & Arne had to make to the high-level shaders as they aren't necessary anymore.
	- Made the existing Metal-specific changes to use uint32 for all light-grid injection buffers apply to all Metal platforms again (I had hoped that it would not be necessary anymore, but it is much faster this way).
	- STRONG_TYPE is actually hlslcc's "invariant" keyword applied as a type-qualifier to a Buffer<>/RWBuffer<> type - only valid when using Metal which exports this through ILanguageSpec and #define'd out for everyone else.
	- Old versions of iOS (anything earlier than iOS 10.3) won't be able to use this new code, so every buffer will be treated as "raw" and the MetalRHI will now properly report when something goes awry rather than it leading to mysterious rendering errors and crashes.

Change 3710456 by Mark.Satterthwaite

	Fix the Eddie workset project generator so that Enterprise projects don't get mixed in with regular projects at the top-level because of the way Eddie combines workset groups.

Change 3710457 by Mark.Satterthwaite

	DX11 texture formats for Mac Metal please!

Change 3710480 by Mark.Satterthwaite

	Permit RHI thread and parallel execution in Mac -game mode again.

Change 3710522 by Mark.Satterthwaite

	MSVC type-mismatch error fixes.

Change 3710580 by Mark.Satterthwaite

	Alright then - if I can't use the C++11 extended string semantics I'll have to use "xxd -i" to generate a hex-dump include header from ue4_stdlib.metal instead. This can only be updated from a machine with access to the POSIX xxd command (Mac & Linux, possibly the new Linux sub-system for Win10).

Change 3710616 by Mark.Satterthwaite

	Missing file.

Change 3712972 by Guillaume.Abadie

	Fixes Circle DOF's negative alpha channel getting clamped to 0 in TAA pass.

Change 3712979 by Guillaume.Abadie

	Fixes wrong RT reallocation when doing TAA upsample in editor viewports with secondary upscale.

Change 3713406 by Mark.Satterthwaite

	Use GPU morph targets on Mac - the necessary buffer conversions will always be available there. For iOS it can only be supported if iOS 10 is the minimum OS & Metal standard so leave that on the CPU path for now.

Change 3713494 by Richard.Wallis

	Fix for hitch when PIE unloading sublevel.  PerformReachabilityAnalysisOnObjects is spawing multiple threads in Editor builds as there is an extra code path that results in Critical Section locking within a singleton type static object - this is a bottle neck for multiple threads.  However they all just need to read the data not change it.  Replaced FScopeLock with a Read/Write version allowing these threads to all take a read lock at the same time to reduce contention.

	Changed the FUObjectAnnotationDense implementation only - left the sparse implementation alone as its not currently affecting this - although we could proactivly change that too.

	Also tested again repro in linked bug UE-24711.

	#jira UE-40533

Change 3713612 by Mark.Satterthwaite

	Integrate LPV_STORE_INDEX_IN_HEAD_BUFFER related changes from //depot/Partners/Microsoft/UE4-MS/Engine-Fable @ 2954744

	This should make Light Propagation Volumes potentially viable on non-Microsoft platforms.

Change 3713623 by Mark.Satterthwaite

	Implement ByteAddressBuffer/RWByteAddressBuffer in hlslcc in a similar manner to StructuredBuffer/RWStructuredBuffer so that the backends don't need too much modification. Implement the necessary changes into MetalBackend to make this work for Metal.

	Load/Store{+2,3,4} & Atomics are supported. Counter operations are not supported and aren't likely to be.

Change 3713636 by Mark.Satterthwaite

	Enable LPVs for Mac Metal.
	- Rework some multi-dimensional arrays & array-index dependent HLSL code that hlslcc simply can't cope with, the mesa-glsl compiler core is only capable of dealing with 1 dimensional arrays and array-indexing can't itself be directly dependent on the result of an array-index operation.
	- MetalRHI needs to ignore any SetRenderTargets call that binds nothing at all as you must bind at least one target (UAV, RT, Depth/Stencil) for it to be able to do anything sensible.
	- Turn on LPVs for Metal as it works now.

Change 3714049 by Guillaume.Abadie

	Do not set screen percentage method to TAA upsample when anti aliasing method is not TAA even if there is automatic fallback in the renderer.

Change 3714306 by Guillaume.Abadie

	Fixes assertion failure in dynamic resolution state proxy with GPU busy time queries.

Change 3714714 by Mark.Satterthwaite

	Tweak Metal GPU identification so that it works with eGPU boxes and protoype hardware - these changes only apply to macOS 10.13 so the system as a whole remains.

Change 3716104 by Mark.Satterthwaite

	Fix 10.12/Xcode 8 compile errors from the build-farm which is still split until Fortnite can update.

Change 3716120 by Mark.Satterthwaite

	Silence static-analysis.

Change 3716158 by Guillaume.Abadie

	Rewrites editor primitive compositing to support TAA upsample.

	This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives.

Change 3716271 by Daniel.Wright

	Lightmass correctness fixes
	* After these changes, point, spot, directional and sky lights closely match reference renderer Mitsuba after light unit conversions
	* Photon density trimming intended for direct photons was affecting indirect photons as well.  This caused high noise for point / spot lights with a large attenuation radius.  Indirect photon density even for small lights is 5x with this change, which improves 2nd bounce quality.
	* Removed legacy fudge factor on point / spot light photon energy
	* Spotlights no longer emit based on indirect photon paths.  Fixes excessive photon energy from spot lights as they were emitting outside of the cone.
	* Fixed photons computing one more bounce than requested.
	* Added an option to use the Radiosity solver for all multibounce, replacing photons.  Useful as a reference but generally too much noise indoors.
	* Fixed visualization of photons without final gather

Change 3716434 by Mark.Satterthwaite

	Backout the remaining change from 3632041 that is no longer necessary - this was the last of the 4.18 Metal workarounds.

Change 3716491 by Chris.Bunner

	Fixing up an edge-case on a recent optimization.

Change 3716611 by Guillaume.Abadie

	Allows secondary screen percentage >= 100%.

Change 3716977 by Guillaume.Abadie

	Back out changelist 3716158 to unblock QA pass.

	#jira UE-51580

Change 3717111 by Arne.Schober

	Fixing nomalization of Morph Tangents https://udn.unrealengine.com/questions/392462/
	Also implemanted batching of the dispatches which should help worst case perfomance where dispatches become too small.
	CalculateInverseAccumulatedWeights is not cheap and proably should be moved onto a task thread that runs as soon as the input weights are ready.

Change 3717127 by Mark.Satterthwaite

	Fix a mismerge from the reversion of 3632041 - part of the modified code had been moved into another file and I didn't initially notice.

Change 3717178 by Mark.Satterthwaite

	Remove useless copy-pasted expressions from glsl_type::GetByteAddressBufferInstance & force MetalBackend to relink. Apparently the previous Mac libs were mysteriously broken.

	#jira UE-51583

Change 3717476 by Marcus.Wassmer

	Fix PS4 compile.  funciton local statics not allowed on PSSL
	Also enabled the new atomics method for LPVs for all platforms

Change 3717502 by Arne.Schober

	DR - Compiletime option for compressed ruleset (0.02ms perf gain on PS4 and disabled by default as it limits array size to 2million entries)

Change 3717601 by Arne.Schober

	DR - Move cycle counter into more meaningfull locations.

Change 3718054 by Guillaume.Abadie

	Removes unecessary check() failure on secondary upscale that fires when testing raw output screen percentage method.

Change 3718066 by Guillaume.Abadie

	Reland: Rewrites editor primitive compositing to support TAA upsample.

	This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives.

Change 3718589 by Mark.Satterthwaite

	Console-variable to enable and disable Manual-Vertex-Fetch for Metal and fix the internal code to handle the subtle changes in behaviour for vertex-declarations so we don't explode under the Metal validation layer. MVF works on macOS, though testing did expose an error with Tessellation on Nvidia (true for MVF enabled & disabled).

Change 3718633 by Guillaume.Abadie

	Fixes temporal instability issue of TAA upsample with secondary screen percentage.

Change 3718658 by Arne.Schober

	DR - 25% MorphTarget Speed increase because there was a bit of cache thrashing between the waves going on.

Change 3718818 by Mark.Satterthwaite

	Fix compilation on hlslcc - integral values are not automatically converted into comparisons with zero.

Change 3719004 by Guillaume.Abadie

	Lets the game viewport client automatically set raw output screen percentage method when doing dynamic resolution with stereo rendering but without TAA upsample.

Change 3719375 by Mark.Satterthwaite

	Extend mtlpp compiler testing app to support Metal tessellation compute shaders so we can send Nvidia a much simpler reproduction of their regression.

Change 3720099 by Mark.Satterthwaite

	Make the left-hand arguments work in airdiff.

Change 3720413 by Mark.Satterthwaite

	Support standalone compute shaders in the mtlpp compiler test app.

Change 3721232 by Mark.Satterthwaite

	No more Metal Shader Model 4 - instead we have to have a Metal Shader Model 5 w/o Tessellation as Nvidia's shader compiler is broken on all tessellation shaders in 10.13.0 and above. There is no guarantee that they will fix this prior to 10.14 and I can't afford to disable tessellation entirely as if I do that then the AMD & Intel compilers will also regress. As there is no Shader Model 4 platform on Mac anymore I've amended the LevelEditorActions to disable the preview modes when no appropriate shader platform is available.

Change 3721244 by Mark.Satterthwaite

	Fix incorrect enum handling for Metal features due to overflow.

	#jira UE-51643

Change 3721338 by Mark.Satterthwaite

	MIssing file from 3721232

Change 3721818 by Mark.Satterthwaite

	Fix the Intel vector-array-dereference workaround so that it doesn't cause the AMD compiler to explode instead.

Change 3722139 by Arne.Schober

	DR - [UE-51602] -Fixed Typo that accidently bound the LightingInstancebuffer to the Transform one

	#jira UE-51602

Change 3722165 by Rolando.Caloca

	DR - Default -opengl to GL4

Change 3722682 by Guillaume.Abadie

	Fixes wrong clear color in SSR important for VR that has a HMD mesh.

Change 3722766 by Rolando.Caloca

	DR - Fix static analysis

Change 3722943 by Mark.Satterthwaite

	Disable the METAL_SM5_NOTESS shader platform again - I can workaround the Nvidia pipeline state compiler crash by changing the buffer address space from "constant" to "device" as we're managing to confuse the poor thing. This won't materially affect AMD or Intel as they don't care much about this, but to limit performance issues on Nvidia we only need to do this for Tessellation Compute shaders.

Change 3723100 by Mark.Satterthwaite

	Apparently users like enabling Metal shader standards that won't work on their current OS, so don't display those that aren't going to work & display an error message before quitting rather than crashing when trying to load a project that tries to use an incompatible shader version.

Change 3723121 by Mark.Satterthwaite

	Fix build error.

Change 3723245 by Daniel.Wright

	Ensure for when a reflection capture upload fails due to incorrect lighting scenario level handling
	Reflection captures with no data use an array index of 0, instead of -1.  Might avoid reading uninitialized memory on PS4.

Change 3723387 by Arne.Schober

	DR - Metal already applies the instance and vertexoffset in the shader

Change 3723393 by Mark.Satterthwaite

	More fixes to the mtlpp compiler test application.

Change 3725258 by Guillaume.Abadie

	Improves fast TAA upsample shader permutation by 15% on console.

Change 3725555 by Chris.Bunner

	[Dupliate] CL 3725548 - Fixed invalid screenpercentage value in VehicleGame sample (was setting -1 but should default to 100). This has always been broken but was recently exposed by CL 3686200.

Change 3726845 by Guillaume.Abadie

	Exposes SvPosition to material through screen position material expression, so that material no longer have SvPosition * InvViewSize * ViewSize precision loss.

	#jira UE-51428

Change 3728014 by Guillaume.Abadie

	Uses ScreenPosition material expression's PixelPosition pin in existing engine functions to improve precision.

	#jira UE-51428

Change 3728053 by Richard.Wallis

	Duplicate CL 3727958: Crash fix when using shared material libraries.  Initial shader code library offset is not zero'd so all entry offsets were garbage.

Change 3728339 by Guillaume.Abadie

	Adds project setting for TAA upample, and officialises TAA upsampling CVar.

Change 3728549 by Guillaume.Abadie

	CsvProfiler is pretty cool, but even better with console autocompletion for lazy developers.

Change 3728752 by nick.bullard

	Built and re-saved QA-MeshPaint
	#jira UE-50978

Change 3728775 by Guillaume.Abadie

	Implements r.DynamicRes.ChangePercentageThreshold to stabilize primary screen percentage.

Change 3729224 by Uriel.Doyon

	Hidden levels now keep their last build data when using lighting scenarios.
	Hidden levels don't affect the scene anymore volumetric lighting when not using lighting scenarios.

	#jira UE-40454
	#jira UE-38131

Change 3729243 by Marcus.Wassmer

	Update Ansel to 1.4
	#github 4159
	#jira UE-51545

Change 3729325 by zachary.wilson

	Adding indirect lighting to TM-LightingChannels
	#jira UE-47069

Change 3729485 by zachary.wilson

	Fixing ambient occlusion bias on QA-LightsStationary. Removed global PPV with bad settings, also fixed the shadow on the roof.
	#jira UE-50972

Change 3729629 by Uriel.Doyon

	Fixed crash when using debug view modes.
	Fixed d3ddebug error when clearing quad overdraw buffer.

	#jira UE-51836

Change 3730053 by Guillaume.Abadie

	Allows edititing of AScreenshotFunctionalTestBase::ScreenshotCamera.

Change 3730308 by Guillaume.Abadie

	Disables TAA upsample on buffer visualization, and disallow screen percentage preview in editor viewport with any buffer visualization.

Change 3730355 by Guillaume.Abadie

	Sacrifices consistency for good cvar name for TAA upsample.

Change 3731403 by Daniel.Wright

	Reduced slider for ContactShadowLength to .1, algorithm produces poor results with larger values.

Change 3731404 by Daniel.Wright

	Checkpoint for ScreenShadowMaskTexture, allowing 'vis ScreenShadowMaskTexture'

Change 3731407 by Daniel.Wright

	Must opt-in for FDistanceFieldSceneData::VerifyIntegrity

Change 3731517 by Guillaume.Abadie

	Freezes dynamic resolution heuristic when doing pause.

Change 3732168 by Guillaume.Abadie

	Renames TAA upsampling cvar.

Change 3732295 by Guillaume.Abadie

	Lets the scene texture's size and texel size return the correct sizes after TAA upsample.

Change 3732313 by Guillaume.Abadie

	Implements SceneTexture material expressions' automated tests.

Change 3734928 by Guillaume.Abadie

	Adds panic mode when the last N frames are over budget to the dynamic resolution heuristic.

Change 3735966 by Ryan.Vance

	Fixing mac steamvr compile issue. Missed a few lines in the refactor because mac.

Change 3736104 by Guillaume.Abadie

	Removes FSceneViewInitOptions::bDisableGameScreenPercentage brought by 4.18, that new screen percentage API do in a better way.

Change 3736346 by Daniel.Wright

	Volumetric fog is always interpolated in the pixel shader, since per-vertex interpolation gives consistently poor results.  Fixes Volumetric Fog on opaque in Forward, and on transparent in Deferred.
	Forward shading: per-pixel height fog is always done in the base pass, to work with MSAA correctly

Change 3736348 by Daniel.Wright

	Forward shadowing of directional light for translucency
	 * Static shadowing and CSM supported with minimal filtering (1 PCF)
	 * Deferred renderer: affects translucency using 'Surface ForwardShading' lighting mode.  Forward renderer: affects all translucency.

Change 3736650 by Rolando.Caloca

	DR - vk - # of desc pools

Change 3737985 by Guillaume.Abadie

	Fixes pixel inspector with primary and secondary screen percentage.

Change 3738638 by Michael.Lentine

	Compile fix due to unclear operator precendence.

Change 3739417 by Daniel.Wright

	Fixed a few issues with irradiance cache visualization

Change 3739447 by Daniel.Wright

	Skip forward static shadowing in projects with static lighting disabled

Change 3739595 by Daniel.Wright

	ConditionalPostLoad DistanceFieldReplacementMesh.  Should fix a crash on load when static mesh derived data is being rebuilt, and the DistanceFieldReplacementMesh is in use.

Change 3739598 by Daniel.Wright

	Disable capsules shadows on lowest shadow quality

Change 3739611 by Daniel.Wright

	Added r.CapsuleDirectShadows and r.CapsuleIndirectShadows for more specific scalability control over capsule shadow features
	New Lighting Feature show flags for RTDF shadows and Capsule Shadows

Change 3740516 by Guillaume.Abadie

	Fixes VR editor rendering only on eye with TAA upsample.

	#jira UE-52016

Change 3740580 by Guillaume.Abadie

	Fixes chromatic aberration with TAA upsample and multiple view rendering.

	#jira UE-51993

Change 3740588 by Guillaume.Abadie

	Gives to FXAA a more explicit draw event name for easier UDN support.

Change 3740845 by Michael.Lentine

	Fix shipping build.

Change 3740903 by Guillaume.Abadie

	Disables dynamic resolution threading outliers detection by default and includes editor UI GPU cost within dynamic resolution's begin/end frame events for better reliability of timestamp query based dynamic res in editor.

Change 3741355 by Daniel.Wright

	Normalize planar reflection plane - fixes crash when scaling a BP with a planar reflection component

Change 3741357 by Daniel.Wright

	More info on volumetric lightmap import failure

Change 3742535 by Ryan.Vance

	Fix for view rect changes.

Change 3743282 by Guillaume.Abadie

	Fixes a bug in dynamic resolution heuristic's outlier detection that was preventing the over budget panic to react.

Change 3743559 by Michael.Lentine

	Port Siren changes for recompute tangents. This adds recompute tangents for cloth as well as the ability for recompute tangents to work across seams where vertices are duplicated.

Change 3743679 by Guillaume.Abadie

	Cherry-pick 3743621: Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.

	#jira UE-51569

Change 3743906 by Ryan.Brucks

	BlueprintMaterialAndTextureNodes Plugin:  Fix for clamping sampled HDR render target values by setting  ERangeCompressionMode in the FReadSurfaceDataFlags to RCM_MinMax

Change 3744096 by Ryan.Brucks

	BlueprintMaterialAndTextureNodes Plugin:  removed Mip option from Texture2D_SampleUV_EditorOnly for now since reads from source data cannot access mips and it can be misleading.

Change 3744253 by Guillaume.Abadie

	Fixes merge collisions of debug canvas rendering with High DPI, fixes stat unit on high DPI monitors, and fixes secondary screen percentages.

Change 3744953 by Chris.Bunner

	Crash workaround.

Change 3745628 by Marcus.Wassmer

	Temporarily disable recalctangent normal-smoothing

	#jira UE-52166

Change 3745942 by Guillaume.Abadie

	Fixes a todo in FCommonViewportClient

Change 3746005 by Guillaume.Abadie

	Fixes stat UnitGraph on high DPI monitor.

Change 3746029 by Guillaume.Abadie

	Oups.... Fix compilation. :D

Change 3748322 by Guillaume.Abadie

	Shows dynamic resolution's primary screen percentage on stat unit/unitgraph console commands.

Change 3748346 by Chris.Bunner

	Potential static analysis fix.

Change 3748349 by Chris.Bunner

	Mac feature support flag fix on versions < 10.30.

Change 3749336 by Guillaume.Abadie

	Fixes some spelling mistakes in dynamic resolution cvars. Thanks Daniel!

Change 3749374 by Guillaume.Abadie

	Adds a black background on the stat unitgraph so timing curves can be seen no matter the content.

Change 3749437 by Guillaume.Abadie

	Final UI polish up for `stat unitgraph`

Change 3749719 by Guillaume.Abadie

	Fixes a crash when changing r.DynamicRes.MaxScreenPercentage below current screen percentage.

Change 3750243 by Chris.Bunner

	Increasing controller's automated test timeout to allow for slower machines to complete the longest tests.

	#jira UE-48494, UE-51907

Change 3750728 by Guillaume.Abadie

	Fixes merge collision in chromatic aberration.

	#jira UE-52282

Change 3750791 by Guillaume.Abadie

	Fixes chromatic baerration R and G channel swap.

Change 3751246 by Guillaume.Abadie

	Bypasses screen percentage apply with mobile LDR rendering.

	#jira UE-52089

Change 3752624 by Guillaume.Abadie

	Simplies dyn res state's event interface to a single virtual method.

Change 3753766 by Chris.Bunner

	Rebuilt volumetric baked lighting test map and updated screenshots.

	#jira UE-52322

Change 3755108 by Guillaume.Abadie

	Fixes a bug where default dynamic resolution state was created at startup of server build.

	#jira UE-52345

Change 3755267 by Mark.Satterthwaite

	Fix condition controlling which features are enabled when iOS >= 10.3 - it wasn't working for iOS 11+ which was causing all kinds of problems.

	#jira UE-52301

Change 3755811 by Chris.Bunner

	Disable some new logging that was causing a stack overflow during EnginePreInit.

	#jira UE-52345

Change 3756983 by Mark.Satterthwaite

	Prevent different versions of metal_stdlib/ue4_stdlib from causing shader compilation failures due to a time-stamp mismatch between the local file & the PCH. This can happen when working with Xcode Beta releases that change the modification date, but not the content or compiler version, amongst other possibilities.

	#jira UE-52073

Change 3757156 by Guillaume.Abadie

	Fixes editor compositing with wireframe rendering.

	#jira UE-52017

Change 3757435 by Mark.Satterthwaite

	Workaround a bug in the MobileSceneCaptureRendering where it was copying the ViewInfo's ViewRect prior to it being configured by the mobile renderer.
	#jira UE-52327

Change 3757523 by Uriel.Doyon

	Fixed d3ddebug warning with unused inputs

Change 3758318 by Guillaume.Abadie

	Cleaner fix for mobile scene captures.

	#jira UE-52327

Change 3759541 by Mark.Satterthwaite

	Don't enable Manual Vertex Fetch on iOS Metal for the moment as it isn't well tested there and will probably need further changes.

Change 3695086 by Guillaume.Abadie

	Render thread dynamic resolution & TAA upsample.

	Merging //Tasks/UE4/Dev-DynamicRes/...@3694528 to //UE4/Dev-Rendering/...

	New features breakdown:
	- TAA upsample compute shader that accepts screen percentage from 50% to 200%, with a faster shader permutation for consoles;
	- Material no longer have to deal with BufferUV, and post process material after TAA upsample can sample any scene buffer seamlessly;
	- Material texture per view mip bias to produce sharper images with TAA upsample;
	- Render thread dynamic resolution heuristic is fully plugable by game code (for VR plugin specific heuristics);
	- Dynamic resolution in PIE and game builds;
	- Busy time queries in the RHI to be implemented on the different platforms so that the dynamic resolution heuristic can  exactly associate GPU frame times with screen percentages in its history;
	- Game user settings to enable/disable dynamic resolution;
	- In editor viewport screen percentage config to previsualise and test content at different screen percentage.

	Fixes:
	- Various fixes for algorithms producing different outputs at different screen percentage.
	- Various fixes for algorithms sampling outside view rects.

	Refactors:
	- TAA shader
	- Moved some screen percentage specific members from FSceneView to FViewInfo for thread race bullet proofing.

	Aknowledgements:
	- VR plugins are broken
	- DFAO still have some artifacts

	Premiliminary review: Marcus.Wassmer
	Review for TAA refactor and TAA upsample shader: Brian.Karis
	Review for dynamic resolution: Brian.Karis

[CL 3761165 by Chris Bunner in Main branch]
2017-11-16 11:36:35 -05:00
Marcus Wassmer
ede472db17 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
  MAJOR FEATURES & CHANGES
============================

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 3454934 by Chris.Bunner

	Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability.

Change 3629223 by Rolando.Caloca

	DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847

Change 3629708 by Rolando.Caloca

	DR - vk - Redo some changes from DevMobile
	3601439
	3604186
	3606672
	3617383
	3617474
	3617483

Change 3636145 by Chris.Bunner

	Linux compile fix.

Change 3636198 by Chris.Bunner

	Include fix.

Change 3636225 by Daniel.Wright

	Removed spammy draw event

Change 3636397 by Daniel.Wright

	Visualize volumetric lightmaps uses 18% grey in lit mode

Change 3636398 by Daniel.Wright

	Translucency lighting modes work with Volumetric Lightmaps
	* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
	* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
	* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
	* Volumetric Directional went from 104 up to 122

Change 3636604 by Chris.Bunner

	Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".

Change 3637668 by Rolando.Caloca

	DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
	- Fix missing indexing on intrinsic return type

Change 3638541 by Chris.Bunner

	Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.

Change 3638798 by Mark.Satterthwaite

	Rebuilt hlslcc for Mac for Rolando's 3637668 changes.

Change 3638861 by Mark.Satterthwaite

	Missed making a log verbose in the Metal ring-buffer.

Change 3639482 by Rolando.Caloca

	DR - vk - Minor fixes

Change 3639909 by Michael.Lentine

	Add special case for struct needed to compile.
	Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.

Change 3639916 by Michael.Lentine

	Spelling fix.

Change 3640053 by Mark.Satterthwaite

	Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.

	Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.

	Now only Intel Metal is broken and their problems run deeper.

	#jira UE-48881

Change 3640983 by Olaf.Piesche

	Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.

	#jira UE-48799

Change 3641480 by Michael.Lentine

	Add min16float to FP16Math

Change 3642442 by Mark.Satterthwaite

	Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
	- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
	- Uncompress the shader data for the native library system so that it actually works again.
	- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.

	#jira UE-49192

Change 3642919 by Chris.Bunner

	Reverted unintended changes to material static parameter set serialization.
	Bumped material version to force re-serialization.
	Fixed a few typos.

Change 3642923 by Richard.Wallis

	Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on.  Handle tab closed events to cancel the pixel inspector if window closed while running.

	#jira UE-46504

Change 3643296 by Michael.Lentine

	Convert all structures that aren't use globally to halfs.

Change 3643381 by Ryan.Brucks

	New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.

Change 3643929 by Ben.Salem

	Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.

	#tests Ran locally, changes validated by benj

Change 3644203 by Mark.Satterthwaite

	Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.

Change 3644336 by Mark.Satterthwaite

	Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....

Change 3644431 by Uriel.Doyon

	Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
	The default units value for newly placed point lights and spot lights is configured in the project settings.
	Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
	This means that changing the outer cone angle, changes the spot light brightness.
	New exposure menu that uses an EV100 slider.
	New post process settings "camera" tab regrouping : ShutterSpeed, ISO,  Aperture and ExposureCompensation.
	Post process settings "auto exposure" tab renamed "exposure".
	The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
	The auto exposure method is renamed "Metering Mode"

	New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
	This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
	The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.

Change 3645098 by Marcus.Wassmer

	Don't add meshes twice when in simpleforward

Change 3645551 by Daniel.Wright

	VolumetricScatteringIntensity is greyed out based on Mobility

Change 3645707 by Chris.Bunner

	Skip empty parameters when identifying invalid duplicates during material translation.

Change 3646225 by Uriel.Doyon

	Texture streaming support for particle sub-uv

Change 3646323 by Rolando.Caloca

	DR - vk - Fix bad update texture 2/3d parameters

Change 3646463 by Mark.Satterthwaite

	Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
	Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.

Change 3646727 by Marcus.Wassmer

	fix linux and nonunity compiles

Change 3647777 by Rolando.Caloca

	DR - Mobile Vulkan optimization

Change 3647822 by Lauren.Ridge

	Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions

Change 3647918 by Chris.Bunner

	Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.

Change 3648010 by Michael.Lentine

	Don't use min16float by default.

Change 3648015 by Michael.Lentine

	Add special case fixes for min16float as well as half on console.

Change 3648024 by Lauren.Ridge

	Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers

Change 3648127 by Lauren.Ridge

	Moving name getter functionality to FMaterialLayersFunctions

Change 3648265 by Lauren.Ridge

	Fixing loctext key

Change 3648293 by Rolando.Caloca

	DR - D3D12 fix

Change 3648326 by Rolando.Caloca

	DR - vk - Added subrectangle support when updating Texture2D and Texture3D

Change 3648522 by Rolando.Caloca

	DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)

Change 3648612 by Rolando.Caloca

	DR - vk - Implement RHIMapStagingSurface

Change 3648673 by Rolando.Caloca

	DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes

Change 3648913 by Arne.Schober

	DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.

Change 3649443 by Daniel.Wright

	Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes

Change 3650436 by Mark.Satterthwaite

	Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.

	- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
	- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
	- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
	- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.

Change 3650861 by Rolando.Caloca

	DR - vk - Fix warnings

Change 3651116 by Rolando.Caloca

	DR - vk - Support for compressed saved PSO cache

Change 3651321 by Rolando.Caloca

	DR - vk - Prep for load multiple PSO files

Change 3651337 by Chris.Bunner

	Editor-only default material fallback (hardcoded material).

	#jira UE-48404

Change 3651839 by Rolando.Caloca

	DR - vk - Integrate minor pipeline changes

Change 3652042 by Mark.Satterthwaite

	More work on mtlpp:
	- Selector class that caches IMP from SEL & Class.
	- Fixes to ns::Error.
	- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.

Change 3652370 by Uriel.Doyon

	New "stat StreamingOverview" giving high level metrics of texture usage.
	New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".

Change 3653658 by Chris.Bunner

	Material vertex interpolator for sprite and gpu sprite particles.

Change 3653676 by Rolando.Caloca

	DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%

Change 3653940 by Daniel.Wright

	Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData.  This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.

Change 3653956 by Daniel.Wright

	Fixed leak of BatchVisibilityId's

Change 3653991 by Daniel.Wright

	Fixed missing include

Change 3654013 by Daniel.Wright

	Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)

Change 3654018 by Daniel.Wright

	Remove unused SM4 reflection capture cubemap

Change 3654118 by Rolando.Caloca

	DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles

Change 3654339 by Chris.Bunner

	Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.

Change 3654534 by Daniel.Wright

	Editor is only supported on Feature Level 5 platforms.  Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).

Change 3654751 by Rolando.Caloca

	DR - vk - Add readback for RGB10A2; minor optimization

Change 3654940 by Rolando.Caloca

	DR - vk - Warning fix

Change 3655104 by Mark.Satterthwaite

	Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.

Change 3655173 by Jian.Ru

	Render dithered material as masked if a stencil prepass is not used

	#jira UE-50064, UE-49537

Change 3655479 by Daniel.Wright

	Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.

Change 3656341 by Richard.Wallis

	Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape).  This is not a fix for that but just a error log to catch the bad draw calls.

	#jira UE-48172

Change 3656844 by Rolando.Caloca

	DR - vk - Avoid microcode copy
	- Fix link error

Change 3656894 by Rolando.Caloca

	DR - vk - Enable api dump without needing validation enabled

Change 3656915 by Marcus.Wassmer

	Fix DX12 buffer lock for read

Change 3657166 by Rolando.Caloca

	DR - vk - Proper fix for api dump layer

Change 3657401 by Rolando.Caloca

	DR - vk - Linux compile fix

Change 3657607 by Rolando.Caloca

	DR - vk - Prep for changes

Change 3658722 by Chris.Bunner

	Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).

	#jira UE-30086

Change 3659499 by Daniel.Wright

	Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category

Change 3659644 by Mark.Satterthwaite

	D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.

	#jira  UE-48172

Change 3659831 by Rolando.Caloca

	DR - vk - Copy 3657927 (fixes for Mali)

Change 3661921 by Rolando.Caloca

	DR - vk - Minor log/info changes

Change 3661985 by Mark.Satterthwaite

	Change the Metal sampler filter translation to better match D3D.

Change 3662050 by Richard.Wallis

	Compile fix for Metal enums.

Change 3662062 by Rolando.Caloca

	DR - Copy from 3662060
	- OpenGL cloth fix

Change 3662100 by Mark.Satterthwaite

	Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.

Change 3662253 by Daniel.Wright

	Reflection Captures support Lighting Scenarios without recapturing
	 * Reflection Captures are now part of the Map Build
	 * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
	 * Reflection Capture build data moved to the BuildData package
	 * Building lighting / reflection captures no longer dirties ULevels
	* Sky lights which capture the scene now work correctly with Lighting Scenarios
	* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)

Change 3663215 by Mark.Satterthwaite

	Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
	So far only macOS render-pipeline-states are supported currently.

Change 3663293 by Mark.Satterthwaite

	Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.

Change 3663471 by Daniel.Wright

	Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
	Fixed status updates during Reflection Capture Build
	Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully

Change 3664056 by Rolando.Caloca

	DR - Linux compile fix

Change 3664460 by Daniel.Wright

	Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load

Change 3664802 by Uriel.Doyon

	Fixed flash created by pre-exposure when the value changed dramatically between frames

Change 3664890 by Daniel.Wright

	Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs

Change 3665163 by Rolando.Caloca

	DR - Copy from 3665156
	- Gracefully fail when there are mem leaks exiting Vulkan

Change 3665629 by Daniel.Wright

	Only Surface domain materials cast shadows in Lightmass

Change 3665855 by Marcus.Wassmer

	PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)

Change 3666707 by Guillaume.Abadie

	Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.

Change 3667239 by Rolando.Caloca

	DR - Use hlslcc define for common issues

Change 3668108 by Brian.Karis

	Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.

Change 3668157 by Mark.Satterthwaite

	In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.

	These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.

	The following HLSL 6 functions are implemented:
	WaveAllBitAnd
	WaveAllMax
	WaveAllMin
	WaveAllBitOr
	WaveAllBitXor
	WaveAllEqual
	WaveAllProduct
	WaveAllSum
	WaveAllTrue
	WaveAnyTrue
	WaveBallot
	WaveGetLaneCount
	WaveGetLaneIndex
	WaveOnce
	WavePrefixProduct
	WavePrefixSum
	WaveReadFirstLane
	WaveReadLaneAt

	The following can't be implemented in Metal as of Metal 2.0 AFAIK:
	WaveGetOrderedIndex
	WaveIsHelperLane
	GlobalOrderedCountIncrement
	QuadReadLaneAt
	QuadSwapX
	QuadSwapY

Change 3668260 by Olaf.Piesche

	Cache particle collision shaders regardless of simple forward state

	Missed this checkin

	#jira FORT-51307

Change 3669243 by Daniel.Wright

	Bumped shader version to propagate FReflectionCaptureData rename

Change 3669369 by Mark.Satterthwaite

	Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)

	3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.

	#jira UE-50293

	3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
	- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
	- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
	- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.

	#jira UE-50244

	3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
	#jira UE-50356

	3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.

	#jira UE-50364

	3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
	#jira UE-50399

	3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
	#jira UE-50399

Change 3669912 by Mark.Satterthwaite

	Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.

	Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
	Fixed an extra ) being emitted during HLSL->Metal translation
	Added depthcube_array support per Mark's instructions

Change 3670308 by Mark.Satterthwaite

	Missing autorelease pool blocks in MetalTexture functions.

Change 3670989 by Mark.Satterthwaite

	Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.

	Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.

	#jira UE-50518

Change 3671014 by Mark.Satterthwaite

	Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.

Change 3671575 by Rolando.Caloca

	DR - Copy 3668036
	Stop syncing CPU with GPU on Vulkan

Change 3671637 by Rolando.Caloca

	DR - Copy 3670937
	Fixes Vulkan editor outline

Change 3672309 by Mark.Satterthwaite

	Submitted on behalf of Richard Wallis:

	Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.

	#jira UE-50134

Change 3672314 by Daniel.Wright

	User friendly message dialog for when a required key is missing from BaseLightmass.ini

Change 3672315 by Daniel.Wright

	Assert on load when a uniform buffer struct goes missing, instead of a crash on save

Change 3672476 by Chris.Bunner

	Removed duplicate material instance editor command binding that appeared in a task stream merge.

Change 3672626 by Mark.Satterthwaite

	Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.

Change 3672643 by Mark.Satterthwaite

	iOS compilation fixes.

Change 3672728 by Daniel.Wright

	Fixed encoded HDR reflection captures

Change 3672753 by Jian.Ru

	Fix texture swimming
	#jira UE-49369

Change 3672815 by Daniel.Wright

	Tooltip for build button explaining why it might be disabled

Change 3673350 by Rolando.Caloca

	DR - vk - Do not reallocate memory every draw call

Change 3673501 by Rolando.Caloca

	DR - vk - Remove more reallocations

Change 3673505 by Rolando.Caloca

	DR - Remove global variable with semantic

Change 3673514 by Rolando.Caloca

	DR - vk - compile fix

Change 3675899 by Chris.Bunner

	Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.

Change 3676843 by Arne.Schober

	DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.

Change 3678269 by Daniel.Wright

	Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking

Change 3678543 by Daniel.Wright

	MapBuildData now tosses the unneeded reflection capture format on load.  Affects target platforms that require multiple formats at cook time.

Change 3679602 by Jian.Ru

	Fix up mesh decal shader complexity view mode
	#jira UE-50272

Change 3679959 by Chris.Bunner

	Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.

	#jira UE-50712

Change 3679998 by Daniel.Wright

	Fixed crash when precomputing static visibility only

[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
Joe Barnes
a3e2ee0941 Copying //UE4/Dev-Console to //UE4/Dev-Main (Source: //UE4/Dev-Console @ 3573247)
#lockdown Nick.Penwarden
#rb none

============================
  MAJOR FEATURES & CHANGES
============================

Change 3517651 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3517493 to //UE4/Dev-Console/...

Change 3519614 by Ben.Woodhouse

	Disable XGE shader compile

Change 3524092 by Ben.Woodhouse

	FastVRam configurability - expose cvars to control fast vram usage for many rendertargets and buffers so that licensees can configure and find good values. Add support for tweaking values at runtime

Change 3530731 by Luke.Thatcher

	[CONSOLE] [STREAMS] [^] Merging //UE4/Dev-Main (CL 3530708) to Dev-Console (//UE4/Dev-Console)

Change 3537544 by Daniel.Eldar

	[General] Fixed an issue where the level streamer would not stream in a level until it finished streaming out another one.

	#jira UE-46954

Change 3540227 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3539942 to //UE4/Dev-Console/...

Change 3548390 by Keith.Judge

	Edigrate 3547845 to Dev-Console.

	Fix for UE-46826 - Correct mismatching game content base directories when using the network file server layer

	#jira UE-47570

Change 3563801 by Luke.Thatcher

	[CONSOLE] [STREAMS] [^] Merging //UE4/Dev-Main (CL 3557944) to Dev-Console (//UE4/Dev-Console)

Change 3566413 by Luke.Thatcher

	[CONSOLE] [~] Fix build warning from bad merge of NetworkFileServerConnection.cpp
	 - CL 3512255 renamed GameDir to ProjectDir, but we lost this change in the merge.

Change 3566420 by Daniel.Eldar

	[General] Added a toggle vibration option to ShooterGame.

	#jira UE-47776

Change 3570476 by Ben.Woodhouse

	Fix for static analysis failure (disable innoccuous warning)
	#jira UE-48003

Change 3571837 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3571062 to //UE4/Dev-Console/...

Change 3572554 by Ben.Woodhouse

	Fix static analysis warning (disabling the warning didn't work)
	#jira UE-48050

[CL 3573409 by Joe Barnes in Main branch]
2017-08-04 17:24:53 -04:00
Marcus Wassmer
64e19e2224 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
Luke Thatcher
42f1c1f96b Copying //UE4/Dev-Console to //UE4/Dev-Main (Source: //UE4/Dev-Console @ 3483086)
#lockdown Nick.Penwarden
#rb none

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

Change 3389969 on 2017/04/12 by Guillaume.Abadie

	Implements FDebug::DumpStackTraceToLog() debugging utility.

Change 3391579 on 2017/04/12 by Joe.Barnes

	Fix minor spacing issue.

Change 3402629 on 2017/04/20 by Ben.Marsh

	Build: Remove job to populate the DDC. Trying out a new system for this.

Change 3417501 on 2017/05/01 by Joe.Barnes

	IWYU - Missing #include files.

Change 3419927 on 2017/05/02 by Joe.Barnes

	- Support custom LOD for shadow map generation only (r.ForceLODShadow)
	- New #define to expose forceLOD and forceLODShadow also in Test/Ship builds (#define EXPOSE_FORCE_LOD 1 in RenderCore.cpp). Not exposed by default.

Change 3420964 on 2017/05/03 by Jonathan.Fitzpatrick

	Fixed null dereference of LineBatcher when using DrawDebugSphere and DrawDebugAltCone
	#jira UE-30213

Change 3423470 on 2017/05/04 by Luke.Thatcher

	[CONSOLE] [STREAMS] [^] Merging //UE4/Dev-Main (CL 3391974) to Dev-Console (//UE4/Dev-Console)
	 - Compile errors in Switch, to be fixed after check-in.

Change 3430410 on 2017/05/09 by Ben.Woodhouse

	Fix uninitialized local variable causing crashes in Test

	#jira UE-44832

Change 3430506 on 2017/05/09 by Josh.Adams

	- Fixed up the editor platforms' method of loading TargetSettings objects so that we don't need any manual parsing of .ini files to fill out the class defaults

Change 3434035 on 2017/05/10 by Ben.Woodhouse

	Integrate updated FortGPUTestbed from Fortnite/Main

Change 3437046 on 2017/05/12 by Joe.Barnes

	Fix for clang producing a warning when not all specializations of a templated function are marked FORCEINLINE.
	Also, switch a specialization of BlendTransform() from a function with a check to just a declaration so compiler will catch error instead of a runtime catch.

Change 3437259 on 2017/05/12 by Joe.Barnes

	Fix for clang producing a warning when not all specializations of a templated function are marked FORCEINLINE.
	Also, switch a specialization of BlendTransform() from a function with a check to just a declaration so compiler will catch error instead of a runtime catch.

Change 3440758 on 2017/05/16 by Ben.Woodhouse

	Simple threaded CSV Profiler
	To capture:
	- On the commandline, add -csvCaptureFrames=N to capture N frames from startup
	- On the console, use csvprofile start, csvprofile stop or csvprofile frames=N to capture a fixed number of frames
	- Instrument with CSV_SCOPED_STAT(statname), CSV_CUSTOM_STAT(statname,value).

	CSV capture is enabled in all builds except shipping
	- Please do not check in the instrumentation √ we don╞t want to pollute the engine with lots of additional instrumentation. We may add some minimal level of instrumentation at some point

Change 3440954 on 2017/05/16 by Josh.Adams

	- Cleaned up some DeviceProfiles in BaseDP.ini

Change 3443778 on 2017/05/17 by Ben.Woodhouse

	Aliasing for transient resources + new high level API

	Changelists integrated:
	3368830
	3368887
	3377762
	3377763
	3379513
	3381840
	3382046
	3382138
	3385390
	3385391
	3385531
	3396613
	3388752
	3396756
	3397007
	3397059
	3397780
	3397883
	3401716
	3415179

Change 3451460 on 2017/05/22 by Ben.Woodhouse

	Fix editor crash (NULL dereference of ScreenSpaceShadowTexture) when moving the camera around in tm-shadermodels, probably fallout from the VRAM aliasing merge. Not sure if this is the correct fix, but it prevents the crash for now

Change 3451601 on 2017/05/22 by Josh.Adams

	- Track idle time from MaxTickRate, so that stat unit is accurate on Game: thread

Change 3452025 on 2017/05/22 by Ben.Woodhouse

	Integrate (as edit) CL 3378734 (editor crash fix)
	Also add a check for null in LightFunctionRendering.cpp

Change 3452389 on 2017/05/22 by Josh.Adams

	- Replaced POCulturePluralForms with a static array, instead of TMapBuilder (was blowing stack or similar on Switch Debug). Code courtesy of Jamie Dale.

Change 3452758 on 2017/05/22 by Joe.Barnes

	Add FindFirstClearBit() and FindFirstSetBit() to TStaticBitArray.

Change 3455889 on 2017/05/23 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3453436 to //UE4/Dev-Console/...

Change 3458654 on 2017/05/25 by Joe.Conley

	Attempting to fix Static Analysis warning.

Change 3462710 on 2017/05/26 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3461688 to //UE4/Dev-Console/...

Change 3471711 on 2017/06/02 by Jonathan.Fitzpatrick

	Updating MallocProfiler to use the accessor for OnOutOfMemory delegate to conform with change made in CL 3415996.

Change 3473813 on 2017/06/05 by Ben.Woodhouse

	Fix streaming visibility logic bug reported on UDN

	#jira UE-43892

Change 3475298 on 2017/06/06 by Luke.Thatcher

	[CONSOLE] [!] Fix RHITransitionResources crash with more than 16 textures.
	 - Old command had a fixed sized array of 16 textures that would overflow.
	 - New command allocates an array of texture pointers inline in the command list, so any number is supported.

	#jira UE-45625

Change 3476776 on 2017/06/06 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3475908

Change 3479083 on 2017/06/07 by Ben.Woodhouse

	Integrate as edit CL 3467315 from dev-animphys:
	From Alexis Matte.
	Ensure SectionMap is fixed up for old entries that are no longer valid.

	#JIRA UE-45438

	#jira UE-45735

Change 3480576 on 2017/06/08 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3480024 to //UE4/Dev-Console/...

[CL 3483258 by Luke Thatcher in Main branch]
2017-06-09 17:44:13 -04:00
Marcus Wassmer
2826204161 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none

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

Change 3244756 on 2017/01/03 by Marcus.Wassmer

	Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3248667 on 2017/01/05 by Olaf.Piesche

	Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure

	#jira UE-40160

Change 3249324 on 2017/01/06 by Marcus.Wassmer

	Resave with an actual version to stop cook warning

Change 3249611 on 2017/01/06 by Marcus.Wassmer

	Just remove warning-causing niagara data for now.

Change 3308052 on 2017/02/16 by Rolando.Caloca

	DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute

Change 3308109 on 2017/02/16 by Rolando.Caloca

	DR - Upgrade glslang to 1.0.39.1

Change 3308111 on 2017/02/16 by Rolando.Caloca

	DR - Update Vulkan distribution to 1.0.39.1

Change 3308153 on 2017/02/16 by Rolando.Caloca

	DR - Updated glslang libs

Change 3308842 on 2017/02/17 by Rolando.Caloca

	DR - Fixed copy/paste

Change 3310007 on 2017/02/17 by Chris.Bunner

	Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.

	#jira UE-37792

Change 3310154 on 2017/02/17 by Chris.Bunner

	Assert when attempting to add a custom material attribute already in the base attributes list.

Change 3310155 on 2017/02/17 by Chris.Bunner

	PR #3231: Validate material index before accessing (Contributed by projectgheist)

	#jira UE-41774, UE-41788

Change 3310162 on 2017/02/17 by Chris.Bunner

	PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)

	#jira UE-41823, UE-41950

Change 3310176 on 2017/02/17 by Chris.Bunner

	Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
	Update to AGS 5.0.5.
	Partial code tidy up.

Change 3310187 on 2017/02/17 by Chris.Bunner

	Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.

	#jira UE-41594

Change 3310215 on 2017/02/17 by Chris.Bunner

	Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
	More descriptive error for missing Cubemap UV input on TextureSample material node .

	#jira UE-33098

Change 3310838 on 2017/02/18 by Joe.Graf

	Moved some private functions to public for a licensee

	#CodeReview: matt.kuhlenschmidt
	#rb: n/a

Change 3311876 on 2017/02/20 by Rolando.Caloca

	DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB

	#jira UE-42014

Change 3314139 on 2017/02/21 by Rolando.Caloca

	DR - Minor cleanup pass
	- Remove FVulkanPendingState
	- Renamed some classes for clarity
	- Hoist pending UAVs for flush out to pending compute state

Change 3314642 on 2017/02/21 by Rolando.Caloca

	DR - Some more renaming

Change 3315431 on 2017/02/21 by Ben.Salem

	Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.

	#tests Ran showdown demo several times

Change 3316710 on 2017/02/22 by Rolando.Caloca

	DR - hlslcc - Fix refract intrinsic

Change 3316718 on 2017/02/22 by Rolando.Caloca

	DR - hlslcc - Built libs to pick up change from 3316710 - refract fix

Change 3316820 on 2017/02/22 by Benjamin.Hyder

	updating Tm-TrigNodes map

Change 3317192 on 2017/02/22 by Benjamin.Hyder

	Updating QA-Decals map

Change 3317528 on 2017/02/22 by Benjamin.Hyder

	Updating QA-Decals map

Change 3317639 on 2017/02/22 by Benjamin.Hyder

	Updating Decal on Complex Mesh example in QA-Decals

Change 3317764 on 2017/02/22 by Benjamin.Hyder

	Final updates to QA-Decals

Change 3318319 on 2017/02/22 by Rolando.Caloca

	DR - minor reorg/rename

Change 3318379 on 2017/02/22 by Rolando.Caloca

	DR - more cleanup

Change 3321181 on 2017/02/24 by Rolando.Caloca

	DR - Fix GL bug

Change 3321247 on 2017/02/24 by Rolando.Caloca

	DR - Fix misc bugs

Change 3321898 on 2017/02/24 by Chris.Bunner

	Only issue clear TLV dispatch if required.

	#jira UERNDR-193

Change 3321904 on 2017/02/24 by Chris.Bunner

	Added comment for potential future optimization.

Change 3322013 on 2017/02/24 by Uriel.Doyon

	Fixed separate translucency being affected by Gaussian DOF
	#jira UE-40489

Change 3322517 on 2017/02/24 by Uriel.Doyon

	Fixed issue with InvestigateTexture command removing budget limit.
	Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
	#jira UE-40485

Change 3323470 on 2017/02/27 by Chad.Garyet

	Removing DDC job from dev-rendering

Change 3323479 on 2017/02/27 by Chad.Garyet

	Removing RDU agent type

Change 3323519 on 2017/02/27 by Chad.Garyet

	removing NCL/LHR/SEA agent types to clean up space

Change 3323639 on 2017/02/27 by Benjamin.Hyder

	More updates to QA-Decals

Change 3324207 on 2017/02/27 by Uriel.Doyon

	Fixed typo ScaleTexturesByGlobalMyBias ->  ScaleTexturesByGlobalMipBias
	Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef

Change 3324396 on 2017/02/27 by Uriel.Doyon

	Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
	#jira UE-40485

Change 3325227 on 2017/02/28 by Chris.Bunner

	Fix-up AMD AGS libs.

Change 3325566 on 2017/02/28 by Uriel.Doyon

	Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num

Change 3326009 on 2017/02/28 by Uriel.Doyon

	Better fix for 3325566, as the previous fix would ignore the material instance overrides.

Change 3327058 on 2017/03/01 by Benjamin.Hyder

	Preparing TM_Shadermodels map for automation

Change 3328222 on 2017/03/01 by Chris.Bunner

	Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.

	#jira UE-42449, UE-42446

Change 3329848 on 2017/03/02 by Uriel.Doyon

	Added some extra logs to help track UE-42168

Change 3329977 on 2017/03/02 by Rolando.Caloca

	DR - Fix bad clear value

Change 3330008 on 2017/03/02 by Benjamin.Hyder

	More preparations for QA-Decals automation

Change 3330754 on 2017/03/02 by Daniel.Wright

	Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything

Change 3331451 on 2017/03/03 by Marc.Olano

	Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal

Change 3331839 on 2017/03/03 by Rolando.Caloca

	DR - hlslcc - add missing file to project

Change 3332247 on 2017/03/03 by Rolando.Caloca

	DR - Fix for integrated intel
	PR #3305
	#jira UE-42393

Change 3332259 on 2017/03/03 by Rolando.Caloca

	DR - Fix bad index into pixel formats
	PR #3237
	#jira UE-41855

Change 3332305 on 2017/03/03 by Rolando.Caloca

	DR - OpenGL SRV for index buffers
	PR #3271
	#jira UE-32618

Change 3332313 on 2017/03/03 by Rolando.Caloca

	DR - Fix for integrated intel (properly)
	PR #3305
	#jira UE-42393

Change 3332317 on 2017/03/03 by Rolando.Caloca

	DR - OpenGL SRV for index buffers (properly)
	PR #3271
	#jira UE-32618

Change 3332368 on 2017/03/03 by Rolando.Caloca

	DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan

Change 3333690 on 2017/03/06 by Daniel.Wright

	[Copy] Changing movable skylight properties no longer affects static draw lists

Change 3333693 on 2017/03/06 by Daniel.Wright

	[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations

Change 3333705 on 2017/03/06 by Daniel.Wright

	[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
	* 8 bit uses half memory but introduces error for thin surfaces or large meshes.

Change 3333721 on 2017/03/06 by David.Hill

	DecalProxy:
	Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread.  This avoids  pointer chasing to the UDecalComponent (game thread component).

Change 3333772 on 2017/03/06 by Daniel.Wright

	[Copy] Scene motion blur data is only updated for the main renderer frames.  Fixes scene captures and planar reflections breaking object motion blur.

Change 3333790 on 2017/03/06 by Daniel.Wright

	[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
	* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging

Change 3333822 on 2017/03/06 by Daniel.Wright

	[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
	* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up

Change 3333827 on 2017/03/06 by Daniel.Wright

	[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average

Change 3333828 on 2017/03/06 by Daniel.Wright

	[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low

Change 3333831 on 2017/03/06 by Daniel.Wright

	Non-editor compile fix

Change 3333836 on 2017/03/06 by Daniel.Wright

	[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes.  They now use a 2d tiling mode which avoids the bloat, saving 96Mb.

Change 3333843 on 2017/03/06 by Daniel.Wright

	[Copy] Added OcclusionExponent to skylight component
	* Useful for brightening up indoors without losing contact shadows as MinOcclusion does

Change 3333845 on 2017/03/06 by Daniel.Wright

	[Copy] Capsule shadow BP functions

Change 3333850 on 2017/03/06 by Daniel.Wright

	[Copy] Added OcclusionCombineMode to skylight component

Change 3333854 on 2017/03/06 by Daniel.Wright

	[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu

Change 3333857 on 2017/03/06 by Daniel.Wright

	[Copy] Clear light attenuation for local lights with a quad covering their screen extents
	* Clearing the entire light attenuation buffer costs .1ms on PS4.  This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
	* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4

Change 3333860 on 2017/03/06 by Daniel.Wright

	[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory

Change 3333861 on 2017/03/06 by Daniel.Wright

	[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas

Change 3333869 on 2017/03/06 by Daniel.Wright

	[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
	* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
	* Lights have a VolumetricScatteringIntensity
	* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
	* Lighting features supported:
	   * Directional light with CSM and a light function
	   * Point / spot lights without shadows / light functions / IES profiles
	   * Skylight with occlusion from distance fields
	* Analytical height fog covers the view range past where the volumetric fog ends
	* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
	* Translucency integrates properly into volumetric fog
	* Height fog StartDistance is not supported by volumetric fog and should be set to 0.

Change 3333894 on 2017/03/06 by Daniel.Wright

	[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering

Change 3333902 on 2017/03/06 by Daniel.Wright

	[Copy] Better handling of volumetric fog enabled with distance of 0

Change 3333903 on 2017/03/06 by Daniel.Wright

	[Copy] Fixed volumetric fog trying to render light functions for a point light

Change 3333908 on 2017/03/06 by Daniel.Wright

	[Copy] Volumetric materials
	* Added new material domain Volume, which can output Scattering, Absorption and Emissive.  All properties are in world space densities.
	* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
	* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
	* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely

Change 3334134 on 2017/03/06 by Daniel.Wright

	[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.

Change 3334420 on 2017/03/06 by Daniel.Wright

	Fixed RTDF shadows

Change 3335467 on 2017/03/07 by Benjamin.Hyder

	Initial submission of QA-Decals map to EngineTest

Change 3335556 on 2017/03/07 by Daniel.Wright

	Changed mesh distance field default format back to R16f

Change 3338020 on 2017/03/08 by Daniel.Wright

	Disable volumetric fog in vertex shaders for feature levels which don't support it

Change 3339394 on 2017/03/09 by Chris.Bunner

	Correctly handle material texture translation error edge case.

	#jira UE-42579, UE-42670

Change 3339992 on 2017/03/09 by Daniel.Wright

	Only compile volumetric fog shaders on supporting platforms

Change 3341858 on 2017/03/10 by Arne.Schober

	Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)

	#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite

Change 3342004 on 2017/03/10 by Arne.Schober

	Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
	Fix unity build

	#RB Marcus.Wassmer

Change 3343307 on 2017/03/13 by Marcus.Wassmer

	Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)

Change 3343732 on 2017/03/13 by Rolando.Caloca

	DR - Vulkan compute pipeline & refactor

Change 3344846 on 2017/03/14 by Rolando.Caloca

	DR - Android compile fixes

Change 3344883 on 2017/03/14 by Rolando.Caloca

	DR - Add missing stencil load/store to PSO initializer

Change 3344985 on 2017/03/14 by Rolando.Caloca

	DR - Made load/store actions uint8

Change 3345141 on 2017/03/14 by Rolando.Caloca

	DR - vk - Rework render pass hash

Change 3345304 on 2017/03/14 by Benjamin.Hyder

	Updating TM-Distancefields map to include TemplateFloor mesh

Change 3345387 on 2017/03/14 by Rolando.Caloca

	DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating

Change 3345388 on 2017/03/14 by Rolando.Caloca

	DR - Do not stall when creating shaders on Vulkan

Change 3345722 on 2017/03/14 by Chris.Bunner

	PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)

	#jira UE-42752

Change 3345723 on 2017/03/14 by Chris.Bunner

	Reduce log verbosity causing spamming during  landscape editing.

	#jira UE-42714

Change 3345725 on 2017/03/14 by Chris.Bunner

	[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.

Change 3345726 on 2017/03/14 by Chris.Bunner

	Typo fixes.

Change 3345732 on 2017/03/14 by Rolando.Caloca

	DR - Decouple vertex declaration off BSS

Change 3345746 on 2017/03/14 by Chris.Bunner

	Added sign() intrinsic material graph node and delisted material function workaround.

Change 3346042 on 2017/03/14 by Chris.Bunner

	Implement missing size query interface for FRenderTargetResources.

	#jira UE-41672

Change 3346387 on 2017/03/14 by Daniel.Wright

	[Copy] Added VolumetricScatteringIntensity to particle lights

Change 3346389 on 2017/03/14 by Daniel.Wright

	[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
	Disable volumetric fog when the fog show flag is disabled

Change 3346392 on 2017/03/14 by Daniel.Wright

	[Copy] Fixed skylight being much too bright on volumetric fog

Change 3346406 on 2017/03/14 by Daniel.Wright

	[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
	* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite

Change 3346412 on 2017/03/14 by Daniel.Wright

	[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb

Change 3346414 on 2017/03/14 by Daniel.Wright

	[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb

Change 3346415 on 2017/03/14 by Daniel.Wright

	[Copy] Missing file from cl 3338451

Change 3346421 on 2017/03/14 by Daniel.Wright

	[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
	* Volumetric fog converts NaNs to black now so they don't spread

Change 3346422 on 2017/03/14 by Daniel.Wright

	[Copy] Fixed NaN in volumetric fog with low density values

Change 3346423 on 2017/03/14 by Daniel.Wright

	[Copy] Changed default VolumetricFogScatteringDistribution to .2

Change 3346430 on 2017/03/14 by Daniel.Wright

	[Copy] New translucent material option to compute fog per pixel instead of the default per vertex

Change 3346432 on 2017/03/14 by Daniel.Wright

	[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
	Fixed lifetimes of temporary Volumetric Fog render targets

Change 3346526 on 2017/03/14 by Daniel.Wright

	[Copy] Volumetric Fog supports point and spot light shadows
	* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
	* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
	* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing

Change 3347053 on 2017/03/15 by Rolando.Caloca

	DR - android compile fix

Change 3347384 on 2017/03/15 by Rolando.Caloca

	DR - Fix merge issue

Change 3347643 on 2017/03/15 by Marcus.Wassmer

	Fix some bugs with the 'disable stationary skylight ffor the project' feature.
	Fixes lighting in Persona on Paragon.

Change 3347979 on 2017/03/15 by Rolando.Caloca

	DR - Allow to automatically apply cached rendertargets to PSO initializer

Change 3348024 on 2017/03/15 by Rolando.Caloca

	DR - Remove NullPS on Vulkan to avoid deadlock

Change 3348303 on 2017/03/15 by Rolando.Caloca

	DR - Fix for debugging SCW with material SRT

Change 3348357 on 2017/03/15 by Marcus.Wassmer

	Fix stencildither and a stencilref bug that was probably breaking decals sometimes.

Change 3348549 on 2017/03/15 by Marcus.Wassmer

	Hopefully fix static analysis for potential nullptr access.

Change 3348614 on 2017/03/15 by Marcus.Wassmer

	Duplicate some switch changes to fix crash on launch.

Change 3349369 on 2017/03/16 by Gil.Gribb

	Fixed botched merge

Change 3349947 on 2017/03/16 by Rolando.Caloca

	DR - Fix for mismatched primitive type

Change 3349956 on 2017/03/16 by Benjamin.Hyder

	initial updates to TM-DistanceFields map

Change 3350151 on 2017/03/16 by Rolando.Caloca

	DR - Fix UT compile issue

Change 3350155 on 2017/03/16 by Rolando.Caloca

	DR - Catch mismatched primitive type on PSOs on D3D11

Change 3350192 on 2017/03/16 by Daniel.Wright

	Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor

Change 3350736 on 2017/03/16 by Daniel.Wright

	Fixed formatting from merge

Change 3350881 on 2017/03/16 by Rolando.Caloca

	DR - Fix texture arrays as UAVs on Metal

Change 3350927 on 2017/03/16 by Rolando.Caloca

	DR - Fix warning

Change 3350935 on 2017/03/16 by Daniel.Wright

	Fix for materials with non-Surface domains being skipped in mesh passes

Change 3351583 on 2017/03/17 by Marcus.Wassmer

	Fix clang platforms

Change 3351917 on 2017/03/17 by Marcus.Wassmer

	Fix linux compile

Change 3351973 on 2017/03/17 by Marcus.Wassmer

	Fix mismatched rendertargetformat

Change 3352038 on 2017/03/17 by Daniel.Wright

	Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing

Change 3352110 on 2017/03/17 by Marcus.Wassmer

	Fix missing RT PSO apply

Change 3352695 on 2017/03/17 by Arne.Schober

	DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
	#RB Rolando.Caloca

Change 3352960 on 2017/03/17 by Arne.Schober

	DR - Fix some things that slipped trough the PSO merge
	#RB none

Change 3353150 on 2017/03/18 by Rolando.Caloca

	DR - compile fix

Change 3353205 on 2017/03/18 by Arne.Schober

	DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode

	#RB none

Change 3353207 on 2017/03/18 by Arne.Schober

	DR - Fix Confusion

	#RB none

Change 3355183 on 2017/03/20 by Nick.Bullard

	Fixed up Content orginzation for Decals automation tests in EngineTest

Change 3355627 on 2017/03/20 by Arne.Schober

	DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.

Change 3356342 on 2017/03/21 by Marcus.Wassmer

	Fix clang errors

Change 3356591 on 2017/03/21 by Arne.Schober

	DR - Fix ensure message
	#RB none

Change 3356873 on 2017/03/21 by Arne.Schober

	DR - Fix comparission of undefined values in RendertargetApply Check

Change 3357261 on 2017/03/21 by Marcus.Wassmer

	Fix LinuxEditor compile

Change 3357294 on 2017/03/21 by Marcus.Wassmer

	Add missing SSE functions

Change 3357351 on 2017/03/21 by Frank.Fella

	Fix win32 and linux compiler errors

Change 3357370 on 2017/03/21 by Arne.Schober

	DR - disable ensure in test builds

	#RB Marcus.Wassmer

[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
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
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Nick Penwarden
6d5e1da95f Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown ben.marsh

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

Change 2774277 on 2015/11/19 by Gil.Gribb

	UE4 - Did minor optimizations to the PS4 RHI and drawlists.

Change 2791226 on 2015/12/04 by Uriel.Doyon

	Added source code for Embree 2.7.0
	Removed duplicate files from the /doc folder.

Change 2800193 on 2015/12/11 by Marcus.Wassmer

	SSAO AsyncCompute support.
	#rb Martin.Mittring

Change 2801631 on 2015/12/14 by Olaf.Piesche

	Making auto deactivate true by default, moving checks to HasCompleted, eliminating some unnecessary logic

	#rb martin.mittring

Change 2803240 on 2015/12/15 by Gil.Gribb

	UE4 - Added command to collect stats on spammy stats.

Change 2803476 on 2015/12/15 by Rolando.Caloca

	DR - Allow toggling compute skin dispatch at runtime
	- r.SkinCacheShaders Now enable the shaders and feature
	- r.SkinCaching enables toggling at runtime
	- r.SkinCache.BufferSize Sets the size in bytes of buffer for outputting
	- Now uses 3 UAV buffers instead of one (avoid RenderDoc crashes)
	#codereview Marcus.Wassmer, Martin.Mittring

Change 2803940 on 2015/12/15 by Marcus.Wassmer

	Add r.PS4.AsyncComputeBudgetMode to switch between CUMasking and WaveLimit modes.  So far it looks like WaveLimits behave better in UE4.

	Also rearrange AsyncSSAO to run immediately after HZB to overlap with occlusion queries.  In my testing this takes SSAO cost from .5ms -> .2ms.   However it had to be hacked to run without normals.  Hopefully Martin can get some real AsyncSSAO in.

	#rb Martin.Mittring
	#codereview Martin.Mittring

Change 2803999 on 2015/12/15 by Uriel.Doyon

	Refactored the shader complexity material override logic to allow other viewmodes shader overrides.
	TexelFactorAccuracy ViewMode : shows the accuracy of the static mesh texel factors, used for streaming.
	WantedMipsAccuracy ViewMode : shows the accuracy of the static mesh wanted mips accuracy, used for streaming.
	Added an option to stream textures based on the AABB distance instead of using the sphere approximation.
	Added an option to only keep a the wanted mips.
	Moved optimization related viewmodes into a submenu to avoid polluting the interface.
	#jira UE-24502
	#jira UE-24503
	#jira UERNDR-89

Change 2804150 on 2015/12/15 by Olaf.Piesche

	make separate translucency screen percentage a bit more robust; add numsamples to the render target creation functions in preparation for MSAA support for higher quality with low res separate translucency

	#rb martin.mittring

Change 2804367 on 2015/12/15 by Daniel.Wright

	Capsule shadow primitives are tracked separately on registration - saves 2.6ms of RT time doing the view frustum culling in a medium sized map

Change 2805293 on 2015/12/16 by Olaf.Piesche

	logging if potentially immortal emitters are spawned from gameplay; this should catch if we spawn burst only emitters with indefinite life spans (muzzle flashes, hit impacts, etc.)

	#rb martin.mittring

Change 2805586 on 2015/12/16 by Zabir.Hoque

	Adding support for decals to fade and destroy themselves automatically.

	#CodeReview: Martin.Mittring, Daniel.Wright, Olaf.Piesche

Change 2807663 on 2015/12/17 by Rolando.Caloca

	DR - Remove expensive logging
	#codereview Marcus.Wassmer

Change 2807903 on 2015/12/17 by Zabir.Hoque

	Refactored DecalComponent's lifetime management such that it can be set and reset from Blueprints.

	#CodeReview Daniel.Wright, Martin.Mittring, Olaf.Piesche

Change 2809261 on 2015/12/18 by Martin.Mittring

	Added VisualizeShadingModels to track down issues like that:
	  FORT-16913 Textures on Hero Mesh is not shown
	#rb:David.Hill
	#code_review:Bob.Tellez

Change 2810136 on 2015/12/21 by Rolando.Caloca

	DR - Added back draw event colors
	PR #1602
	#jira UE-21526
	#codereview Mark.Satterthwaite, Keith.Judge, Marcus.Wassmer, Josh.Adams

Change 2810680 on 2015/12/21 by Martin.Mittring

	moved SSAO ComputeShader running without per pixel normal (for AsyncCompute) into DevRendering
	#test:editor

Change 2811205 on 2015/12/22 by Brian.Karis

	Pulled clear coat out of the reflection compute shader. Added permutation for skylight.

	Clear coat base layer now done in base pass. It only picks up the closest capture. This will cause popping when the object moves. Still needs a cross fade.

Change 2811275 on 2015/12/22 by David.Hill

	UE-24675
	#rb martin.mittring

	Corrected buffer-size related problem with fringe.

Change 2811397 on 2015/12/22 by Brian.Karis
2016-01-08 11:12:28 -05:00
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
Marcus Wassmer
8c7861c485 UAV resource transition support. Validation for UAV transitions.
Some RenderTarget validation fixes.

[CL 2708113 by Marcus Wassmer in Main branch]
2015-09-28 14:13:15 -04:00
Mark Satterthwaite
977542aeaa Merging general rendering & shader changes necessary to support desktop Metal.
reviewedby michael.trepka, rolando.caloca, lee.clark

[CL 2670859 by Mark Satterthwaite in Main branch]
2015-08-27 10:11:22 -04:00
Marcus Wassmer
11ff098ea0 Bind clear color to rendertargets at creation time.
#codereview Rolando.caloca

[CL 2615534 by Marcus Wassmer in Main branch]
2015-07-09 15:11:37 -04:00
Martin Mittring
3eec69cda7 changed all direct access to PassOutputs to GetInput() to allow internal restructuring
[CL 2611739 by Martin Mittring in Main branch]
2015-07-06 18:04:49 -04:00
Mike Fricker
114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed

PR #1002 -- Thank you, Omar007!

[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Martin Mittring
42e456cfd0 added histogram visuzalization ot HDRVisualize for debugging (disabled by default)
[CL 2334895 by Martin Mittring in Main branch]
2014-10-20 16:39:50 -04:00
Rolando Caloca
d8a576970e UE4 - Remove Color parameter on draw events (DEC_*)
[CL 2334566 by Rolando Caloca in Main branch]
2014-10-20 10:43:43 -04:00
Gil Gribb
598cbb659c UE4 - allow draw events to work in parallel rendering, some flush tweaks
[CL 2293700 by Gil Gribb in Main branch]
2014-09-11 09:38:38 -04:00