Commit Graph

8709 Commits

Author SHA1 Message Date
dmytro vovk
35ae570164 Added VectorMaskBits math tests
#jira none
#rb none

#ROBOMERGE-SOURCE: CL 16608487 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16608494 by dmytro vovk in ue5-release-engine-test branch]
2021-06-09 13:33:41 -04:00
martin ridgers
737acfd5de Non-unity include fix.
#rb trivial
#rnx

#ROBOMERGE-SOURCE: CL 16606964 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16606971 by martin ridgers in ue5-release-engine-test branch]
2021-06-09 12:28:35 -04:00
nick darnell
c611471f65 CommonInput - Using the new UPlatformSettings, to store per-platform information into an NDA location when each platform is configured. These changes make it so we use the 'real' platform ini name, e.g. There's no more "PC" platform as far as the common input exists for configuring the platforms. So if you setup linux, that's another platform you'd configure. The gamepads are still wonky, they're trying to use platform ini names for gamepad names, going to refactor that so it's not coming from platform names. Made an upgrade path for the old settings that will update and then clear the old configuration. Also removed some settings that were added to DataDrivenPlatformInfo that don't make sense, and updated some platforms that never got the settings to begin with.
Josh.Adams, Michael.Noland, Daren.Cheng
[FYI] Josh.Adams, Michael.Noland, Daren.Cheng

#ROBOMERGE-SOURCE: CL 16605253 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16605300 by nick darnell in ue5-release-engine-test branch]
2021-06-09 10:46:45 -04:00
steve robb
c97eb7e851 Fix to allow FPaths::Combine to work for arguments implicitly convertible to const TCHAR*.
#rb james.hopkin
#jira none

#ROBOMERGE-SOURCE: CL 16604537 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16604552 by steve robb in ue5-release-engine-test branch]
2021-06-09 10:03:19 -04:00
martin ridgers
f7326e281e Start the UnrealTrace server implicitly when non-programs launch, and when external platforms are launched through UAT.
#rb jb
#rnx

#ROBOMERGE-SOURCE: CL 16603787 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16603799 by martin ridgers in ue5-release-engine-test branch]
2021-06-09 08:51:18 -04:00
patrick laflamme
e70f110f7b Fixed Editor taking several second to resolve and log the ensure callstack.
- Reenabled the optimization that load the symbols on demand only rather than loading all the symbols.
  - Detected when a module loaded in the debug engine (dbghelp) misses the debug symbols, likely because it was implicitly loaded with an incomplete symbol search path and unloaded the module to reload it with the proper symbol search path set so that debug symbols could be found.
  - For Editor, 'debug ensure' is significantly faste. The time to stack walk and dump went from ~20s to ~1s.

#jira UE-117236 - Ensure can freeze the Editor for 30+ seconds
#rb Johan.Berg
[FYI] Francis.Hurteau

#ROBOMERGE-SOURCE: CL 16603545 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16603547 by patrick laflamme in ue5-release-engine-test branch]
2021-06-09 08:12:31 -04:00
steve robb
c1fa8a1341 Fix for variable-precision floating point types in FGenericWidePlatformString::GetVarArgs() and Android's vswprintf.
#rb brandon.schaefer
#jira none

#ROBOMERGE-SOURCE: CL 16603053 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16603059 by steve robb in ue5-release-engine-test branch]
2021-06-09 07:28:34 -04:00
steve robb
f1ec96477c Fix for FPaths::Combine using freed memory when being passed a ANSICHAR*, or any other type which results in an FString being implicitly constructed.
#rb james.hopkin
#jira none

#ROBOMERGE-SOURCE: CL 16603030 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16603037 by steve robb in ue5-release-engine-test branch]
2021-06-09 07:27:14 -04:00
dmytro vovk
3828cabd97 Revert VectorMaskBits test due to a bug in CL
#jira none
#rb none

#ROBOMERGE-SOURCE: CL 16601779 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16601795 by dmytro vovk in ue5-release-engine-test branch]
2021-06-09 06:02:34 -04:00
dmytro vovk
69a8689bf8 Added missing NEON double vector functions and fixed VectorMaskBits
#jira UE-117058
#rb none

#ROBOMERGE-SOURCE: CL 16592846 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16592853 by dmytro vovk in ue5-release-engine-test branch]
2021-06-08 16:28:43 -04:00
wei liu
69496c562c 1. Fix a bug of missing velocity due to wrong LoadAction for parallel rendering.
2. Add a project setting option to avoid generating velocity and TAA shader unexpectly for mobile platform.

#jira none

#rb Dmitriy.Dyomin, Guillaume.Abadie


#ROBOMERGE-SOURCE: CL 16584354 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16584358 by wei liu in ue5-release-engine-test branch]
2021-06-08 06:01:29 -04:00
Wei Liu
de5a48902e 1. Fix a bug of missing velocity due to wrong LoadAction for parallel rendering.
2. Add a project setting option to avoid generating velocity and TAA shader unexpectly for mobile platform.

#jira none

#rb Dmitriy.Dyomin, Guillaume.Abadie

[CL 16584354 by Wei Liu in ue5-main branch]
2021-06-08 06:01:07 -04:00
aurel cordonnier
25a11deeac Merge from Release-Engine-Staging @ 16579919
This represents UE4/Main @ 16579691 and Dev-PerfTest @ 16579576

[CL 16581170 by aurel cordonnier in ue5-release-engine-test branch]
2021-06-07 20:09:45 -04:00
Zak Middleton
dbd4f3ea3a #ue5 - LWC: add platform flag for AVX2 feature level, and enable AVX2 on next-gen consoles.
[CL 16575354 by Zak Middleton in ue5-main branch]
2021-06-07 15:05:37 -04:00
Zak Middleton
eb33c4e621 #ue5 - LWC: add RESTRICT keyword to VectorDeinterleave, to protect against duplicated inputs for the two out vars.
#jira none
#fyi Dmytro.Vovk

[CL 16574022 by Zak Middleton in ue5-main branch]
2021-06-07 13:42:27 -04:00
David Harvey
3cde6e12da hooks to allow crash handling to be extended by platform extensions.
#jira UE-115086
#rnx
#rb Rolando.Caloca

[CL 16571107 by David Harvey in ue5-main branch]
2021-06-07 11:19:59 -04:00
Devin Doucette
c1c9a493c0 CompactBinary: Added validation to LoadCompactBinary and removed asserts from the other load functions
#rb Zousar.Shaker
#rnx
#preflight 60bc53b70249c30001c6a20e

[CL 16570338 by Devin Doucette in ue5-main branch]
2021-06-07 10:28:39 -04:00
PJ Kack
e7c06e9e13 Add trace scopes for garbage collection and memory trim
#rb carlmagnus.nordin
#jira none
#rnx

[CL 16567410 by PJ Kack in ue5-main branch]
2021-06-07 03:14:13 -04:00
robomerge
e14a28d9b3 Add Csv metadata for DeviceID, LoginID. Cleanup metadata setters in CsvProfiler - handle permanent metadata once only; always use internal method
#ROBOMERGE-SOURCE: CL 16566159 via CL 16566196 via CL 16566199
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v828-16531559)

[CL 16566204 by robomerge in ue5-main branch]
2021-06-06 14:58:46 -04:00
robert millar
0cc7bdcb60 Don't use SetAndHold in csv profiler which will be backed out, register game thread ticks to push data to the csv profiler each frame.
#rb dan.phillips

#ROBOMERGE-OWNER: robert.millar
#ROBOMERGE-AUTHOR: robert.millar
#ROBOMERGE-SOURCE: CL 16554441 via CL 16554457 via CL 16554465 via CL 16554507 via CL 16554868
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v828-16531559)

[CL 16554877 by robert millar in ue5-main branch]
2021-06-03 18:48:51 -04:00
robert millar
2d3f6490dd Back out CsvProfiler changes: Add SetAndHold command to csv profiler custom stats to allow infrequently updated statistics to have their value persisted.
[FYI] ben.woodhouse

#ROBOMERGE-SOURCE: CL 16554462 via CL 16554473 via CL 16554480 via CL 16554514 via CL 16554515
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v828-16531559)

[CL 16554522 by robert millar in ue5-main branch]
2021-06-03 18:20:03 -04:00
Zak Middleton
75107c146f #ue5 - LWC: AVX/AVX2 optimizations for VectorShuffle(), VectorSwizzle(), and VectorReplicate(). Instruction latencies on AVX or AVX2 dropped from ~6 to ~1-2 in many cases, and are hand-tuned between whether AVX1 or AVX2 are available.
Instruction latencies and uop counts from documentation manuals and community testing (referenced in the source), plus comparing assembly output on godbolt led to many shuffle and swizzle template overrides and specializations.

Also optimized access to the XY and ZW portions of the AVX m256 union to sub-optimal MSVC compiler output that turns them in to memory ops rather than simple casts or 1-latency extracts.

Added more shuffle/swizzle validation tests to UnrealMathTests to stress specific in-lane and cross-lane permutes.

#jira UE-107989
#codereview Dmytro.Vovk

[CL 16554362 by Zak Middleton in ue5-main branch]
2021-06-03 18:06:52 -04:00
Devin Doucette
85e69c801f CompactBinary: Added operator[] to field types and AsView() to buffer types
#rb Zousar.Shaker
#rnx

[CL 16553590 by Devin Doucette in ue5-main branch]
2021-06-03 17:27:38 -04:00
Arne Schober
0d22a0dd80 U5 - Always wake workers during busy waiting as we might tap out any moment after finishing a task dependency.
#preflight 60b896f64d507d0001dfd19e

[CL 16549988 by Arne Schober in ue5-main branch]
2021-06-03 13:55:51 -04:00
Arne Schober
a7f5ea5f53 U5 - fix function after recent changes.
#fyi Andriy.Tylychko

[CL 16544447 by Arne Schober in ue5-main branch]
2021-06-03 03:21:30 -04:00