Rolando Caloca
12beff7e67
DR - Fix static analysis warning
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#codereview Mark.Satterthwaite
#rb none
#rnx
[CL 4771011 by Rolando Caloca in Dev-Rendering branch]
2019-01-22 12:39:16 -05:00
Mark Satterthwaite
79cd81f246
Remove tessellation function constant as we can use linear-textures to achieve the same result which means we no longer need separate variants of the shader. DrawIndexedPrimitiveUP can no longer draw a tessellated mesh - but that was never advisable anyway.
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#rb none
[CL 4757784 by Mark Satterthwaite in Dev-Rendering branch]
2019-01-18 20:19:31 -05:00
Marcus Wassmer
e83575daa4
Merging //UE4/Dev-Main@4754280 to Dev-Rendering (//UE4/Dev-Rendering)
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#rb none
Major update is from Niagara stream.
[CL 4757171 by Marcus Wassmer in Dev-Rendering branch]
2019-01-18 18:16:57 -05:00
Mark Satterthwaite
4294baba11
Remove a lot of dead-code for Metal tessellation that hasn't been touched in the last few years and that won't be revived at this stage.
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#rb none
[CL 4757159 by Mark Satterthwaite in Dev-Rendering branch]
2019-01-18 18:10:25 -05:00
Yuriy ODonnell
fb5c2d1ad6
Renamed D3D11ShaderCompiler.cpp -> D3DShaderCompiler.cpp, as it is now used for both DXBC and DXIL shader compilation.
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#rb Rolando.Caloca
[CL 4756477 by Yuriy ODonnell in Dev-Rendering branch]
2019-01-18 17:33:00 -05:00
Daniel Wright
dc8e85ddc6
Renamed FDrawingPolicyRenderState -> FMeshPassProcessorRenderState
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#rb none
[CL 4736358 by Daniel Wright in Dev-Rendering branch]
2019-01-16 16:09:39 -05:00
Daniel Wright
b364f8fc15
Removed legacy Drawing Policies and Static Mesh Draw Lists. These are now replaced by FMeshDrawCommand / FMeshPassProcessor everywhere in the renderer.
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Implemented FMeshDrawCommand support for IndirectArgsBuffer, which is used by Niagara.
#rb none
[CL 4734925 by Daniel Wright in Dev-Rendering branch]
2019-01-16 14:28:24 -05:00
Marcus Wassmer
fee98d3ca5
Merging //UE4/Dev-Main@4729937 to Dev-Rendering (//UE4/Dev-Rendering)
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#rb none
[CL 4730169 by Marcus Wassmer in Dev-Rendering branch]
2019-01-15 18:30:06 -05:00
Marcus Wassmer
a8d6cc952b
Merging //UE4/Dev-Main@4700769 to Dev-Rendering (//UE4/Dev-Rendering)
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#rb none
[CL 4729861 by Marcus Wassmer in Dev-Rendering branch]
2019-01-15 18:04:38 -05:00
Mark Satterthwaite
ae9401146d
Remove all support for Metal prior to Metal 1.2 on iOS/tvOS and Metal 2.0 on macOS. This permits some fairly radical simplifications and removal of a number of workarounds.
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- All Buffer<>/RWBuffer<> objects are now bound as texture2d or texture_buffer, unless they are 3-component, in which case they are bound as raw T* buffer pointers.
- 3-component Buffer/RWBuffer objects should now work - Metal needed to use packed_* types internally as normal 3-component types in Metal are the same size as 4-component types which is different to HLSL. This is untested as we have no such example.
- Texture Gather/GatherCompare operations have been fixed and should now work.
- Remove all the TypedBufferFormat function-constant specialisation infrastructure and metadata as it is no longer necessary.
- Remove all the raw-conversion for 1, 2 and 4 component vector types as it is no longer required.
- Fixed input qualifiers (centroid, linear, etc.) for Fragment shader inputs - they should now work.
- Remove a bunch of Metal specific shader changes due to buffer type casting and swizzling that will now just work.
- Use the BGRA vertex format for FColor on Metal when available (everywhere but iOS/tvOS 10 using Metal 1.2).
- Simplify ShouldCompilePermutation & similar functions now that we have fewer versions to support.
#rb none
#jira N/A
[CL 4729845 by Mark Satterthwaite in Dev-Rendering branch]
2019-01-15 18:01:31 -05:00
rolando caloca
e90e521aa6
DR - Switch depth buffer to 32 bit on PC D3D11 and D3D12 and allow switching back to 24bit using r.d3d12.Depth24Bit
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#jira UE-39577
#rb Jonas.Meyer
[CL 4704844 by rolando caloca in Dev-Rendering branch]
2019-01-10 16:50:50 -05:00
Rolando Caloca
e10b4c74a2
DR - Remove unused cvars from D3D shader compiler
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- Write D3D asm file when dumping shaders
#rb none
#rnx
[CL 4688090 by Rolando Caloca in Dev-Rendering branch]
2019-01-08 08:57:22 -05:00
Marcus Wassmer
b0182a326d
DR - Fix Metal compilation (rebuilt hlslcc)
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#rb none
[CL 4686883 by Marcus Wassmer in Dev-Rendering branch]
2019-01-07 17:48:26 -05:00
Rolando Caloca
c6ce9f0790
DR - Dump hlslcc flags for Metal direct compiler
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- Don't validate on Vulkan shaders unless on debug
#rb none
[CL 4686842 by Rolando Caloca in Dev-Rendering branch]
2019-01-07 17:35:21 -05:00
Kevin Ortegren
3fb95ec5c1
Fix triggered assert caused by nullptr in an auto test
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#rb Daniel.Wright
[CL 4685988 by Kevin Ortegren in Dev-Rendering branch]
2019-01-07 14:54:29 -05:00
Rolando Caloca
26cf301968
DR - hlslcc - Fix for samplers getting removed while inlining
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#rb none
#rnx
[CL 4683264 by Rolando Caloca in Dev-Rendering branch]
2019-01-04 17:38:16 -05:00
Guillaume Abadie
ca8389b9ec
s/UBMT_GRAPH_TRACKED_/UBMT_RDG_ for better naming consistency.
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#rb none
[CL 4682491 by Guillaume Abadie in Dev-Rendering branch]
2019-01-04 14:52:46 -05:00
Marcus Wassmer
834e95f3d3
Merging //UE4/Dev-Main@4680011 to Dev-Rendering (//UE4/Dev-Rendering)
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#rb none
[CL 4680455 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:28:34 -05:00
Marcus Wassmer
cbfcbbb93b
Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
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#rb none
Should be just copyright updates
[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00
Yuriy ODonnell
92196d3f64
Implemented ray tracing shader compile batch script generation and shader worker direct compile support
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#rb Rolando.Caloca
[CL 4678725 by Yuriy ODonnell in Dev-Rendering branch]
2019-01-03 11:42:46 -05:00
Kevin Ortegren
020254a323
Fixes auto test ActorMerging/SingleLODMaterialBaking. The new FLightmapResourceCluster was missing from the bake process.
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#jira UE-67780, UE-67762
#rb Krzysztof.Narkowicz
[CL 4676197 by Kevin Ortegren in Dev-Rendering branch]
2019-01-02 11:16:39 -05:00
Yuriy ODonnell
f510822c80
Fixed several static analysis warnings
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- Optimization flags handling in D3DCreateDXCArguments
- Switch over PipelineType in FD3D12StateCacheBase::ApplyState
- LocalCBVs access in SetRayTracingShaderResources
- Possible nullptr dereference in FD3D12DynamicRHI::RHICreateUniformBuffer
#rb Kevin.Ortegren
[CL 4675940 by Yuriy ODonnell in Dev-Rendering branch]
2019-01-02 08:54:33 -05:00
Marcus Wassmer
4cc088f35c
Copying //UE4/Dev-Rendering-HLR@4669539 to Dev-Rendering (//UE4/Dev-Rendering)
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#rb none
#lockdown rolando.caloca
[CL 4669551 by Marcus Wassmer in Dev-Rendering branch]
2018-12-18 21:41:17 -05:00
Rolando Caloca
990204b930
DR - vk - Do not emit precision on bool variables
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#rb none
#rnx
[CL 4667349 by Rolando Caloca in Dev-Rendering branch]
2018-12-17 18:47:14 -05:00
Marcus Wassmer
3c30baa4f9
Merging //UE4/Dev-Main@4661957 to Dev-Rendering (//UE4/Dev-Rendering)
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#rb none
Contains temporary removal of some FGeometryCollectionSceneProxy code that is not compatible with refactor.
[CL 4664599 by Marcus Wassmer in Dev-Rendering branch]
2018-12-15 14:19:22 -05:00