Commit Graph

28 Commits

Author SHA1 Message Date
Chris Bunner
156d74fdd3 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3635055)
#lockdown Nick.Penwarden

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

Change 3503468 by Marcus.Wassmer

	Fix merge conflicts

Change 3537059 by Ben.Marsh

	Fixing case of iOS directories, pt1

Change 3537060 by Ben.Marsh

	Fixing case of iOS directories, pt2

Change 3608300 by Chris.Bunner

	Added post process material to preview compile cache set to allow post process volume preview scene improvements.

Change 3608302 by Chris.Bunner

	Fixed decal lifetime fading.

	#jira UE-48400

Change 3608303 by Chris.Bunner

	Updated default WritesAllPixels input to ignore dithering (as intended, was disabled due to isues at the time).
	Fixed material instances returning their local data when not overridden.

	#jira UE-48254

Change 3608455 by Mark.Satterthwaite

	Enabling WorldPositionOffset requires disabling fast-math on Metal because the manually specified FMA's are not respected if one or more arguments is a literal which then leads to very different compiler optimisation between the depth-only shader and the base-pass shader. This change will only affect the way Metal compiles shaders.

	#jira UE-47372

Change 3608462 by Rolando.Caloca

	DR - Cloth vertex buffers no longer generate dummy vertices
	Copy from 3608349 and 3608407

Change 3608491 by Rolando.Caloca

	DR - hlsl - Fix crash when type was not found

Change 3608513 by Rolando.Caloca

	DR - Default to real uniform buffers for Vulkan SM4 & SM5

Change 3608794 by Mark.Satterthwaite

	Implement SV_DepthLessEqual (maybe right?) for Metal - seems to work in the ParallaxOcclusionMapping test map.

	#jira UE-47614

Change 3608929 by Mark.Satterthwaite

	Fix ambiguous expression compile error.

Change 3608991 by Mark.Satterthwaite

	Fix a dumb bug when parsing the Metal compiler version that breaks Metal shader PCH generation on HFS+ volumes.

Change 3609090 by Uriel.Doyon

	StaticMeshComponent and LandscapeComponent now register AO material mask and sky occlusion texture in the texture streamer.
	Changing the current lighting scenario now triggers an update of the texture streamer, and a refresh of lighting data for instanced static meshes.
	Added an option to the "liststreamingtextures" named UNKOWNREF allowing to inspect texture without references in the texture streamer.
	BUILDMATERIALTEXTURESTREAMINGDATA now rebuild every shader in memory and mark for save those with different data.
	MipBias now behaves the same way in shipping than in other builds.
	Fixed texture resolution logic for editor tooltips and in game stats.

Change 3609659 by Richard.Wallis

	Remove Eye Adaption Pixel Shader Workaround for macOS 10.11 (El Cap) Nividia.
	#jira UE-48642

Change 3610552 by Mark.Satterthwaite

	Optimise the constant-propagation pass in hlslcc by using a hash-table to reduce the cost of looking up the existing constant assignment instructions. The get_assignment_entry drops from 25% of runtime to 2.2% of runtime on a 4.2Ghz Quad i7 2017 iMac.

Change 3610662 by Rolando.Caloca

	DR - hlsl - Fix for rwstructured buffer
	Fix for floats printed as ints

Change 3610830 by Michael.Lentine

	ByteAddressBuffer does not have a subtype.

Change 3610869 by Rolando.Caloca

	DR - hlsl - Fix disambiguation between 1.r and 1.0.r

Change 3610982 by Mark.Satterthwaite

	Use the correct code to dump Metal shader text for debugging at runtime.

Change 3610996 by Rolando.Caloca

	DR - hlsl - Actual fix for 0.r

Change 3611312 by Rolando.Caloca

	DR - Integrate: Improve performance of bokeh depth of field.
	* Fewer instances with more work (higher quad count) per instance.
	* Improves performance on RX 480 in the Infiltrator demo by 0.37 ms at 1080p and 0.50 ms at 1440p (average frame time over the beginning of the demo, including the hallway confrontation between the guard and the infiltrator, where heavy DOF is used).
	* Similar optimizations may be possible for other systems that perform similar "instanced draws of quads" (e.g. virtual texture page table updates, lens blur, and velocity scatter).

Change 3611345 by Mark.Satterthwaite

	Missed the hash-table destructor in previous change.

Change 3611372 by Rolando.Caloca

	DR - vk - New barrier/layout api

Change 3611445 by Mark.Satterthwaite

	Fix stupid bugs in MetalBackend's LoadRWBuffer helper function where the wrong type was being used - won't fix problems in the LinearTexture case though.

Change 3611686 by Mark.Satterthwaite

	Remove the sampler from the Metal Linear Texture SRV path as for reasons so far unknown it doesn?╟╓t work with the light grid culling.

	#jira UE-48881

Change 3611743 by Mark.Satterthwaite

	Implement early depth test for Metal - it is implemented such that manual specification of the SV_Depth* outputs will elide the early_fragment_test qualifier as Metal does not permit both at present.

Change 3611746 by Mark.Satterthwaite

	Use early fragment tests implicitly unless we perform a direct resource write or use discard - explicit depth writes always disable early fragment tests as Metal doesn?╟╓t allow both. This should better match D3D driver behaviour.

Change 3611756 by Mark.Satterthwaite

	Missed a header file in last commit.

Change 3611836 by Mark.Satterthwaite

	Fixed the use of Metal?╟╓s capture manager so that it doesn?╟╓t capture more frames than intended.

Change 3611843 by Mark.Satterthwaite

	Tidy up the handling of when to increment the frame count for the Metal capture manager.

Change 3612279 by Michael.Lentine

	Move FP16 Math to Public so that it can be included as part of platform which is where the other float/half defines happen.

Change 3612595 by Rolando.Caloca

	DR - hlslcc - Rebuilt with CL 3611345

Change 3612665 by Rolando.Caloca

	DR - Make cubemap mip barrier consistent with HZB mip barriers

Change 3612758 by Daniel.Wright

	FColor usage comment

Change 3612980 by Rolando.Caloca

	DR - hlsl - Do not overflow ints

Change 3613068 by Rolando.Caloca

	DR - vk - Initial fix for transition validation warnings

Change 3613115 by Daniel.Wright

	Volumetric lightmap voxels are now always cubes
	Bricks outside of any Lightmass Importance Volume will never be refined

Change 3613124 by zachary.wilson

	Enabling Eye-Adaptation in TM-ShaderModels.

Change 3613205 by Mark.Satterthwaite

	Fully disable linear textures in Metal - they simply aren't performant. Instead we'll have to use helper functions to dynamically type-cast appropriately within the shader. This is currently only configured for a handful of UAV types and will need to be extended.

Change 3613208 by Mark.Satterthwaite

	Add code to MetalBackend to promote half types to float for math operations to avoid compiler errors.

Change 3613354 by zachary.wilson

	Fixing up the Bloom_FFT map. Renaming to fit qa conventions, updating content and improving workflow.

Change 3613409 by Rolando.Caloca

	DR - vk - Layout as part of descriptor writes
	Some access flag warning fixes

Change 3613518 by Daniel.Wright

	Added 'Render Unbuilt Preview Shadows in game' rendering project setting and r.Shadow.UnbuiltPreviewInGame cvar

Change 3613610 by Daniel.Wright

	Volumetric lightmap visualization sphere size is now a fraction of the corresponding brick world size

Change 3613651 by Daniel.Wright

	[Copy] Fixed landscape in the Global Distance field on PS4.  Multiple updates to a vertex buffer using BUF_Dynamic cause a race condition on PS4 with no assert.
	Also added shrinking for GDistanceFieldUploadData which saved 15Mb.

Change 3613696 by Mark.Satterthwaite

	Add the Metal SRV format for Index buffers so that they can be properly type-cast inside the shader. Fixes recompute tangents with latest changes.

Change 3613697 by Rolando.Caloca

	DR - vk - Fix missing layout

Change 3613922 by Rolando.Caloca

	DR - vk - Some fixes for layout/transitions
	- Disable GSupportsDepthFetchDuringDepthTest on desktop as the deferred renderer is not copying the aux depth in the right spot and will be removed

Change 3614009 by Mark.Satterthwaite

	TPS Approved: Integrating the MIT-licensed mtlpp C++ Metal wrapper from Nikolay Aleksiev which will slowly replace previous Metal API wrappers in MetalRHI.

Change 3614015 by Mark.Satterthwaite

	Initial extensions to mtlpp:
	- Fixed over retention of alloc-init'd objects.
	- Added 10_13 & 11_0 availablity macros.
	- Started, but have not yet finished adding new Metal API function wrappers.

Change 3614909 by Rolando.Caloca

	DR - Fix static analysis

Change 3614916 by Michael.Lentine

	Add function to convert FP32 to FP16

Change 3614957 by Mark.Satterthwaite

	mtlpp declarations for macOS 10.13 & iOS 11 Metal features - no matching definitions yet.

Change 3614995 by Mark.Satterthwaite

	Revert all changes to project config's from Rhino that should not have come back to Dev-Rendering, keeping only the solitary change to Metal shader standard necessary for ShowdownDemo.

Change 3615035 by Rolando.Caloca

	DR - Generate mips using shader for HZB

Change 3615561 by Rolando.Caloca

	DR - Fix deprecation warning

Change 3615787 by Mark.Satterthwaite

	Only emit min. OS version specification into the Metal shader bytecode for macOS as we share shaders between iOS & tvOS and this option inhibts that.

	#jira UE-48919

Change 3616317 by Mark.Satterthwaite

	Make TonemapperConfBitmaskPC  the proper size so we dn't attempt to access uninitialized memory.

Change 3616357 by Mark.Satterthwaite

	And fix some compile errors...

Change 3616473 by Rolando.Caloca

	DR - Render pass api minor changes

Change 3616518 by Mark.Satterthwaite

	Fix a merge snafu where dead code was retained where it shouldn't be.

	#jira UE-48472

Change 3616706 by Rolando.Caloca

	DR - Vulkan fixes (integration from Vulkan working branch)
	- Fix for editor outline
	- Fix for profilegpu

Change 3616770 by Rolando.Caloca

	DR - vk - Mark GIsGPUCrashed on device lost

Change 3616993 by Daniel.Wright

	IndirectLightingCacheQuality respects VolumetricLightingMethod

Change 3616996 by Daniel.Wright

	Volumetric Lightmap show flag is respected by Volumetric Fog

Change 3616999 by Daniel.Wright

	Fixed ObjectRadius in Volume domain materials

Change 3617777 by Rolando.Caloca

	DR - Fix static analysis warning

Change 3617863 by Guillaume.Abadie

	PR #3875: Removed Duplicated "RHI" Module Dependency (Contributed by DavidNSilva)

	#jira UE-48159

Change 3618133 by Rolando.Caloca

	DR - vk - Set general layout for compute shader resources
	- Assume transitions to writable imply end render pass

Change 3618292 by Michael.Lentine

	Add support for Expressions, Jump Statments, and Structs.

Change 3618326 by Rolando.Caloca

	DR - vk - Fix transition flags

Change 3618408 by Daniel.Wright

	Lightmass skylight solver improvements
	* Lightmass uses a filtered cubemap to represent the skylight instead of a 3rd order Spherical Harmonic.  Directionality in shadowed areas is improved.  Mip level is chosen based on the ray differential for anti-aliasing.
	* Multiple skylight and emissive bounces are now supported with a radiosity solver, controlled by NumSkyLightingBounces in Lightmass WorldSettings.  More bounces results in longer build times, and the radiosity time is not distributable.
	* The mapping surface cache is now rasterized with supersampling, reduces incorrect darkness in corners
	* Combined direct lighting, photon irradiance, skylight radiosity and diffuse in the mapping surface cache so final gather rays only have to do one memory fetch, speeds up lighting builds by 7%.
	* Added support for Embree packet tracing although no solver algorithms use it yet

Change 3618413 by Daniel.Wright

	Swarm hands out the most expensive tasks in roughly a round robin ordering among distribution agents.  Lightmass processing of a single task is multithreaded, so ideally the most expensive tasks are evenly distributed among active agents.  This has the biggest impact in small scenes with 10's of high resolution lightmaps, and with a distribution farm.  Build time in one scene went from to 113s -> 47s.

Change 3618439 by Mark.Satterthwaite

	Fix the assert in hlslcc when we have saturate(int) and the shader language spec. supports a native saturate intrinsic.

Change 3618468 by Rolando.Caloca

	DR - vk - Fix copy to non render target surface

Change 3618696 by Daniel.Wright

	Worked around Lightmass crash callstacks not getting reported back to the editor

Change 3618779 by Mark.Satterthwaite

	mtlpp definitions for a few of the new calls & fixing the max. number of samplers it assumes.

Change 3618789 by Daniel.Wright

	Added missing file

Change 3618816 by Daniel.Wright

	Another missing file

Change 3618855 by Rolando.Caloca

	DR - vk - Show user debug markers when using dump layers
	- Remove old defines

Change 3618887 by Rolando.Caloca

	DR - Fix for missing transition to readable for blur widget. Was causing corruption on Vulkan.

Change 3618999 by Mark.Satterthwaite

	Definitions for Metal's new CaptureManager & CaptureScope classes.

Change 3619790 by Jian.Ru

	Add some debug info
	#jira UE-48710

Change 3619834 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3619952 by Rolando.Caloca

	DR - vk - Static analysis not smart enough...

Change 3620191 by Jian.Ru

	Revert 3584245 to prevent focus stealing
	#jira UE-49044

Change 3620402 by Mark.Satterthwaite

	Remaining Metal definitions for mtlpp.

Change 3620803 by Brian.Karis

	Removed faceting bug I introduced to Dither Opacity Mask. Removes the attempt to make opacity stack properly.

Change 3620904 by Michael.Lentine

	Change the order of static and const

Change 3620975 by Rolando.Caloca

	DR - Updated Vulkan headers to SDK 1.0.57.0

Change 3621026 by Rolando.Caloca

	DR - Remove unused type
	- Force recompile with new Vulkan headers

Change 3621070 by Rolando.Caloca

	DR - glslang - Fix pdb option

Change 3621157 by Arciel.Rekman

	Added files to cross-build glslang on Windows.

	(Edigrating //UE4/Main/...@3621127 to //UE4/Dev-Rendering/...)

Change 3621194 by Rolando.Caloca

	DR - glslang - Update to 1.0.57.0
	- Fix some tab/whitespace mismatch

Change 3621225 by Rolando.Caloca

	DR - Revert glslang (Back out changelist 3621194)

Change 3621254 by Mark.Satterthwaite

	Duplicate 3610656 and revert the incorrect merge from the Rhino task stream. Fixes EyeAdaptation on all clang platforms properly thanks to RCL.

Change 3621261 by Mark.Satterthwaite

	Trivial FMetalStateCache optimisations - won't help much but equally they shouldn't hurt.

Change 3621262 by Mark.Satterthwaite

	Correct the handling of MSAA target in Desktop Forward for iOS - now the problem is that iOS always creates an internal resolve target so which texture to bind depends on the shader parameter type. Not sure (yet) how best to solve that.

Change 3621263 by Mark.Satterthwaite

	Don't mandate Mobile Metal for projects that have Metal MRT enabled.

Change 3621301 by Rolando.Caloca

	DR - Unity build fix

Change 3621349 by Mark.Satterthwaite

	Fix a bug in MetalBackend that was omitting the depth-output variable from the hlslcc signature if the semantic was SV_DepthLessEqual rather than SV_Depth.

Change 3621546 by Uriel.Doyon

	Refactor of the texture 2D mip update logic to offload more work on the async thread.
	#jira UE-45332
	#jira UE-45789

Change 3622210 by Rolando.Caloca

	DR - Do not store DDC data if static mesh failed to build
	#jira UE-48358

Change 3622349 by Arciel.Rekman

	Better build script for Linux glslang and a bugfix.

	(Edigrating CL 3622235 from //UE4/Main/... to //UE4/Dev-Rendering/...)

Change 3622401 by Rolando.Caloca

	DR - vk - Integration
	- Support for r.Vulkan.ProfileCmdBuffers

Change 3622506 by Rolando.Caloca

	DR - vk - Back out changelist 3622401

Change 3622521 by Mark.Satterthwaite

	Support disabling V-Sync in MetalRHI on macOS 10.13+.

Change 3622910 by Rolando.Caloca

	DR - static analysis fix

Change 3622964 by Mark.Satterthwaite

	Fix generation of .metallib on local Macs and exclude .metallib files from the pak - they must always be loaded from disk.

	#jira UE-48193

Change 3622986 by Mark.Satterthwaite

	A couple more trivial optimisations to MetalRHI for iOS:
	- Metal page size is 4k but only buffers under 512 bytes should go through set*Bytes on iOS to balance CPU cost.
	- On iOS the minimum buffer size should therefore be 1k and on Mac 4k as nothing else makes much sense.
	- No need to rebind uniform buffers if to the same slot - it just wastes cycles.

Change 3623266 by Rolando.Caloca

	DR - Fix GL4 rendering

	#jira UE-49187

Change 3623377 by Daniel.Wright

	Volume materials applied to static meshes operate on the object's bounding sphere

Change 3623427 by Mark.Satterthwaite

	Fix MetalViewport compile errors on Xode 8.3.

	#jira UE-49231

Change 3623443 by Daniel.Wright

	Fixed out of bounds crash in lightmass

Change 3623751 by Daniel.Wright

	Volume materials on static meshes now voxelize the mesh's Object space bounding box

Change 3625142 by Guillaume.Abadie

	PR #2992: Fixing aspect ratio issue of SceneCapture2D rendering in "Ortho" camera mode (Contributed by monsieurgustav)


Change 3625983 by Jian.Ru

	Fix a LPV race condtion due to parallel RSM draw-call submission
	#jira UE-48247

Change 3626015 by Jian.Ru

	Small fix to 3625983

Change 3626294 by Michael.Trepka

	Copy of CL 3535792 and 3576637

	Added support for changing monitor's display mode on Mac in fullscreen mode. This greatly improves performance on Retina screens when playing in resolutions lower than native.

	Fixed a problem with incorrect viewport size being set in windowed fullscreen in some cases. Also, slightly improved screen fades for fullscreen mode transitions on Mac.

	#jira UE-48018

Change 3626532 by Marcus.Wassmer

	Fix divide by 0 crash when GPU timing frequency not available for whatever reason.

Change 3626548 by Ryan.Brucks

	KismetRenderingLibrary: Added EditorOnly function for creating static textures from Render Targets. Has options for Mip and Compression Settings

Change 3626874 by Mark.Satterthwaite

	Fix Metal 2.0 compilation.

Change 3626997 by Rolando.Caloca

	DR - vk - cis fix
	- Initial RGBA16 readback

Change 3627016 by Mark.Satterthwaite

	Workaround more of Metal's unfortunate tendency to re-associate float mul/add/sub operations - this time from Metal's own standard-library.

Change 3627040 by Brian.Karis

	Removed old rasterized deferred reflection env path.
	Removed reflection compute shader. Replaced with PS. Small perf gain.

Change 3627055 by Mark.Satterthwaite

	No MSAA support on Intel Metal or iOS Desktop Forward for the moment as neitehr work and I don't want to have lots of crashes out in the wild until we have a solution.

Change 3627057 by Mark.Satterthwaite

	Make SCW's directcompile not fall over with Metal when there are compilation errors.

Change 3627083 by Mark.Satterthwaite

	Invalidate Metal shaders so QA testing picks up the most recent changes.

Change 3627788 by Chris.Bunner

	[Duplicate, CL 3627751] - VisibleExpressions static switch value evaluation needs to handle reroute nodes rather than only verify first expression.

Change 3627834 by Rolando.Caloca

	DR - cis fix

Change 3627847 by Rolando.Caloca

	DR - 4th try to fix static analysis

Change 3627877 by Guillaume.Abadie

	Works arround a HLSLCC bug in a SimpleComposure project's material where x != x does not work for an unknown reason yet.

	#jira UE-48063

Change 3628035 by Marcus.Wassmer

	Duplicate 3620990
	Smarter scenecapture allocation behavior.

Change 3628204 by Daniel.Wright

	Fixed denormalization scale on one of the 2nd SH band of volumetric lightmaps

Change 3628217 by Mark.Satterthwaite

	Fix InfiltratorForward project defaults so that iOS will package.

Change 3628515 by Arne.Schober

	DR - [UE-49213] - Fix case where HZB was not generated for SSR and SSAO when Occlusion culling was disabled.
	#RB Marcus.Wassmer

Change 3628550 by Chris.Bunner

	Merge fixes.

Change 3628597 by Chris.Bunner

	Merge fixes.

Change 3628656 by Michael.Trepka

	One more workaround for a bug in StandardPlatformString.cpp. It doesn't handle %lf format correctly, parsing it as long double instead of ignoring the 'l' format sub-specifier.

Change 3628685 by Daniel.Wright

	CPU interpolation of Volumetric Lightmaps for the mobile renderer.  They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame.

Change 3629094 by Ryan.Brucks

	Fixes to RenderTargetCreateStaticTexture2DEditorOnly with additional error checks

	#RB none

Change 3629223 by Rolando.Caloca

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

Change 3629491 by Rolando.Caloca

	DR - Revert back to emulated uniform buffers on SM4/SM5

Change 3629663 by Daniel.Wright

	Fixed NaN when capsule shadow direction is derived from volumetric lightmap with completely black lighting

Change 3629664 by Daniel.Wright

	Don't render dynamic indirect occlusion from mesh distance fields when operating on a movable skylight, since DFAO fills that role

Change 3629708 by Rolando.Caloca

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

Change 3629770 by Mark.Satterthwaite

	Fix a mobile Metal shader compilation error when using the FMA workaround for "cross" which should only be applied if the min. Metal version is 1.2 (as FMA is not known to work prior to this).

Change 3629793 by Daniel.Wright

	Fixed VolumetricLightmapDetailCellSize not being respected in small levels, causing too much volumetric lightmap density and memory

Change 3629859 by Mark.Satterthwaite

	macOS 10.12 also had problems with MSAA in forward rendering - so only permit it to work on macOS 10.13 and above.

Change 3630790 by Mark.Satterthwaite

	Move RHISupportsMSAA so that the Metal related complications for when it is viable can be hidden within.

Change 3630990 by Rolando.Caloca

	DR - vk - Redid CL 3617437 (optimize number of Buffer Views, eg 165 to 58)

Change 3631071 by Mark.Satterthwaite

	Fix a small gotcha in a change from Dev-Mobile: for MetalRHI we need to explicitly configure the ShaderCacheContext for the immediate/device context after initialising the shader-cache.
	#jira UE-49431

Change 3631076 by Rolando.Caloca

	DR - vk - Redo 3617574, reduce number of render pass objects created

Change 3631250 by Mark.Satterthwaite

	Make another Metal warning a Verbose log instead as it isn't interesting unless you are me.

Change 3631911 by Chris.Bunner

	Back out changelist 3628035.

	#jira UE-49364, UE-49365

Change 3632041 by Mark.Satterthwaite

	Fix cloth rendering on Metal - some of the data in FClothVertex is uint but we load it from a float buffer. This could be due to a bug in Metal's as_type<uint4>() or it could be that Xcode 9's compiler is now finally enforcing Metal's official flush-to-zero-on-load semantics for denorms - it isn't immediately obvious.

	#jira UE-49439

Change 3632261 by Brian.Karis

	SM4 fallback for reflection captures.

Change 3632281 by Mark.Satterthwaite

	Fix an intermittent assert on startup when the AVFoundation movie player gets the QAGame TM-ShaderModels video ready to play prior to the rendering thread being back online when resizing the window. This is done by deferring the processing of AVFoundation events to the game-thread where it won't cause a threading violation.

Change 3632382 by Rolando.Caloca

	DR - vk - Fix clang warning

Change 3633338 by Chris.Bunner

	Static analysis/Linux compile fix.

	#jira UE-49502

Change 3633616 by Jian.Ru

	Force alpha to 0xff for functional UI screenshot tests
	#jira UE-48266

Change 3633818 by Daniel.Wright

	Better indirection texture clamping and asserts

Change 3634319 by Mark.Satterthwaite

	Stop FVolumetricLightmapDataLayer ::Discard which is invoked by the Editor RHI during texture-upload from chucking the backing data when in the Editor - because if we do that then cooking will serialise an empty array. This was only apparent on Mac because Metal always invokes Discard on BulkDataInterfaces and D3D11 never does.

	#jira UE-49381

Change 3634613 by Rolando.Caloca

	DR - Call discard on bulk data for textures

	#jira UE-49533

Change 3634654 by Mark.Satterthwaite

	Fixes for broken iOS builds:
	- Fix RHIGetShaderLanguageVersion returning the wrong version for iOS Metal if the Mac version had already been queried - this has been wrong for a long while.
	- Remove the precise:: qualifier for Metal's fma intrinsic - it isn't necessary and breaks on older OSes.

	#jira UE-49381

Change 3634820 by Mark.Satterthwaite

	Change the hash-function for the preprocessed HLSL source in FMetalShaderOutputCooker to reduce risk of hash-collisions. Fixes one cause of UE-49381 and reveals an underlying driver bug on iOS 9 with runtime-compiled text shaders *only*.

	#jira UE-49381

Change 3634821 by Mark.Satterthwaite

	Force Metal shaders only to recompile by incrementing the format version.

[CL 3635058 by Chris Bunner in Main branch]
2017-09-09 16:29:11 -04:00
Marcus Wassmer
0341e5d5c1 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928)
#lockdown Nick.Penwarden

============================
  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 3512118 by Marc.Olano

	Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points

	Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing

Change 3512129 by Benjamin.Hyder

	Fixing up content in TM-SobolNoise

Change 3512151 by Rolando.Caloca

	DR - Fixed some layouts that were general
	- Added some extra dump information

Change 3512160 by Benjamin.Hyder

	Still Fixing TM-Sobol

Change 3512180 by Marc.Olano

	PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod.

Change 3512261 by Michael.Lentine

	Move Subsurface to shared properties.

	Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output.

	#jira UE-44405

Change 3512288 by Rolando.Caloca

	DR - Fix issue when recycling image handles

Change 3512338 by Michael.Lentine

	Fix precision if user enters a multiple of 90 degree rotation for transforms.

	This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7.

	#jira UE-46137

Change 3512424 by Michael.Lentine

	Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set.

	#jira UE-44315

Change 3512686 by Brian.Karis

	Fix for quadric assert in infiltrator. Due to bad tangents in source mesh.

Change 3512696 by Brian.Karis

	Unrevert TAA. Fixed DOF NaN artifacts

Change 3512717 by Marcus.Wassmer

	PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4)


Change 3513112 by Richard.Wallis

	Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform.  Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving.

	Fix includes:
	- Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at).
	- Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required.
	- Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt.

	#jira UE-45657

Change 3513357 by Richard.Wallis

	Windows compile fix.

Change 3513375 by Guillaume.Abadie

	Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D.

Change 3513685 by Richard.Hinckley

	#jira UEDOC-3822
	Fixing a comment that refers to a non-existent function, for documentation purposes.

Change 3513705 by Marc.Olano

	Updates to Sobol test levels in RenderTest project

Change 3513730 by Rolando.Caloca

	DR - Fix mip size copying resolve targets
	- Fix compute fence
	- Fix descriptor set texture layout
	- More dump info

Change 3513742 by Marc.Olano

	Texture-free numeric print for shader debugging

Change 3513777 by Daniel.Wright

	Handled edge case where no furthest samples are found in precomputed visibility

Change 3514852 by Rolando.Caloca

	DR - Fix -directcompile on SCW

Change 3515049 by Rolando.Caloca

	DR - hlslcc dump crash fix

Change 3515167 by Rolando.Caloca

	DR - hlslcc - Fix bogus string pointer
	- Allow reading from non-scalar UAVs

Change 3515745 by Rolando.Caloca

	DR - Linux compile fix

Change 3515862 by Rolando.Caloca

	DR - Remove old reference to CCT
	- Link with hlslcc debug libs on SCW debug config for easier debugging

Change 3516292 by Rolando.Caloca

	DR - glslang exe fixes

Change 3516568 by Rolando.Caloca

	DR - hlslcc - Copy fix for *Buffer as functionparameters

Change 3516659 by Marcus.Wassmer

	Fix some d3derrors with distance fields

Change 3516801 by Daniel.Wright

	Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built.  Any UObject reference that is to an asset can be NULL'ed by the editor.

Change 3516825 by Rolando.Caloca

	DR - Some initial fixes for structured buffers

Change 3516843 by Rolando.Caloca

	DR - Fix for Vulkan dist fields

Change 3516869 by Marcus.Wassmer

	Add format to the createrendertarget blueprint node

Change 3516957 by Daniel.Wright

	Fixed bUsesDistortion being editable

Change 3516965 by Daniel.Wright

	Still mark the distance field task completed, even if the static mesh has been deleted

Change 3517039 by Yujiang.Wang

	GitHub #2655: Optimization for shadow map resolution selection for spot lights

	* Use the radius of the inscribed sphere at the cone end as the spot light's screen radius

	Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly

	#jira UE-33982

Change 3517069 by Yujiang.Wang

	Fix for ScissorRect settings in d3d11 being lost under certain scenarios

	* Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled)
	* However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents)
	* Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does

	#jira UE-45465 UE-44760

Change 3517134 by Yujiang.Wang

	CIS fix

Change 3517662 by Rolando.Caloca

	DR - Execute upload Vulkan cmds on the RHI thread
	- Fix crash with structured buffer

Change 3517677 by Rolando.Caloca

	DR - Update/copy textures on RHI thread

Change 3517680 by Rolando.Caloca

	DR - Copy texture bulk data on rhi thread

Change 3517748 by Marcus.Wassmer

	temporary workaround for one class of GPU crashes

Change 3518832 by Rolando.Caloca

	DR - Copy & extend 3518077
	- Fix for movable skylight shader missing on simple forward (low lighting quality mode)

Change 3519973 by Richard.Wallis

	Jittering in Engine Menu Dropdown Options.  Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt.

	#jira UE-46505

Change 3520849 by Uriel.Doyon

	Fixed issue with investigate texture command and dynamic component entries.

Change 3521064 by Guillaume.Abadie

	Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk.

Change 3521834 by Rolando.Caloca

	DR - Fix decals on Vulkan

Change 3521892 by Rolando.Caloca

	DR - Fix Vulkan texture streaming

Change 3523181 by Rolando.Caloca

	DR - Copy from 3523176
	UE4.17 - Fix Vulkan scissor causing text to not clip

Change 3523534 by Yujiang.Wang

	UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU

	* A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders
	* Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations
	* The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame

	#jira UE-46631

Change 3524552 by Yujiang.Wang

	Fix iteration number calculation of LongGPUTask

Change 3524975 by Joe.Graf

	Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath
	Added SSE versions using _mm_popcnt_u64 for platforms that support it
	Added a SSE check to gracefully exit when missing the instruction and it was expected to be there

	#CodeReview: arciel.rekman, brian.karis

Change 3525306 by Daniel.Wright

	Fixed ensure from LPV

Change 3525346 by Rolando.Caloca

	DR - Fix linking issue

Change 3525459 by Daniel.Wright

	Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog
	* Enabled by default on all maps, effective after a lighting build.  This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features.
	* New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb.
	* Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume.  Positions outside the importance volume get lit with the border texels.
	* Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps.
	* A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell.
	* Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors
	* The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups.
	* A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms
	* Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving.
	* Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available
	* New Visualization show flag for Volumetric Lightmap sample points
	* Level streaming of volume light data is not currently supported with this method

Change 3525461 by Daniel.Wright

	Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out.  This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference).

Change 3526459 by Rolando.Caloca

	DR - Fix validation error

Change 3526474 by Rolando.Caloca

	DR - Integrate from GV

Change 3526487 by Daniel.Wright

	Disabled Volumetric Lightmap filtering with neighbors due to artifacts
	Fix linux compile errors

Change 3526833 by Rolando.Caloca

	DR - Workaround for hlslcc

Change 3526991 by Uriel.Doyon

	Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike.

Change 3527574 by Rolando.Caloca

	DR - Added some missing resource entries for SCW direct mode

Change 3527625 by Rolando.Caloca

	DR - Copy from 3527113
	UE4.17 - Fix Vulkan not calling Present

Change 3528461 by Brian.Karis

	Support larger hash sizes. Added uint list hashing function.

Change 3528780 by Rolando.Caloca

	DR - Default Vulkan resources

Change 3528818 by Rolando.Caloca

	DR - glslang - Added missing accessor

Change 3528839 by Rolando.Caloca

	DR - Fix virtual path issue when using non-engine relative absolute paths

Change 3528900 by Daniel.Wright

	Fixed variable shadowing

Change 3529039 by Rolando.Caloca

	DR - Read Spirv reflection data (not used yet)

Change 3529040 by Joe.Graf

	Fixed the 32bit compile failures for the popcnt optimization

	#CodeReview: arciel.rekman

Change 3529060 by Rolando.Caloca

	DR - hlslcc - New flag for keeping resource names

Change 3529344 by Rolando.Caloca

	DR - Delete unused file

Change 3529723 by Brian.Karis

	Fixed static analysis cleaner.

Change 3531357 by Michael.Trepka

	Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future.

Change 3531517 by Joe.Graf

	Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc

	#CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca

Change 3531626 by Joe.Graf

	Mac version of the popcount optimization
	Changed Linux version to use the same builtin

	#CodeReview: mark.satterthwaite, arciel.rekman

Change 3531837 by Chris.Bunner

	SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect.

	#jra UE-46753

Change 3533415 by Joe.Graf

	Renamed the SSSE3 checks per feedback

	#CodeReview: arciel.rekman

Change 3533480 by Michael.Lentine

	Use more accurate descriptions for shader recompile options

Change 3533511 by Joe.Graf

	Updated the GenericPlatformMisc to match the SSSE3 name change

	#CodeReview: arciel.rekman

Change 3533521 by Marcus.Wassmer

	Fix scenerenderer leak when updating out of view planar reflections

Change 3533528 by Joe.Graf

	Updated comments

	#CodeReview: n/a

Change 3533608 by Mark.Satterthwaite

	New manual Xcode project for glslang so that we include all the necessary code and can link again.

Change 3534260 by Mark.Satterthwaite

	Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3.

Change 3535789 by Yujiang.Wang

	Fix for wrong hair shading in forward shading

	* IBL reflections should be turned off for hairs

Change 3537059 by Ben.Marsh

	Fixing case of iOS directories, pt1

Change 3537060 by Ben.Marsh

	Fixing case of iOS directories, pt2

Change 3538297 by Michael.Lentine

	Add shader comparison test.

	Adding the basic test case.
	Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default)
	Adding more exported functionality to automation for use in the shader test.

Change 3538309 by Michael.Lentine

	Add missing file from Shader Test CL.

Change 3538751 by Michael.Lentine

	Add missing pragma once.

Change 3539236 by Michael.Lentine

	Do not ignore return values.

Change 3539237 by Michael.Lentine

	Check in the correct file

Change 3540343 by Rolando.Caloca

	DR - Added t.DumpHitches.AllThreads

Change 3540661 by Yujiang.Wang

	Fix spot tube light direction

	* The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched
	* A new LightTangent is added to FDeferredLightData
	* Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere

Change 3541129 by Rolando.Caloca

	DR - vk - Copy all Vulkan fixes from 4.17

Change 3541347 by Yujiang.Wang

	Fix wrong ViewFlags being set between objects when rendering shadow depth maps

	* Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state
	* Now SetViewFlagsForShadowPass recalculates and sets the flags on each call

Change 3542603 by Rolando.Caloca

	DR - vk - Allow sharing samplers on Vulkan

Change 3542639 by Jian.Ru

	Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection
	#RB Marcus.Wassmer

Change 3543167 by Michael.Lentine

	Fix naming for the shader comparison tests.

Change 3543210 by Uriel.Doyon

	Fixed an issue when computing material scales where the default material ends up being used instead of the required material.
	In that case, we used the default settings for texture streaming (assuming a scale of 1).

Change 3543221 by Brian.Karis

	Simplifier optimizations

Change 3543239 by Arciel.Rekman

	hlslcc: remove FCustomStd* workarounds.

	- This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system).
	- The same problem has been resolved by bundling libc++.

Change 3543946 by Michael.Lentine

	Add comparison output.

Change 3544277 by Brian.Karis

	Fixed uninitialized var error

Change 3544404 by Rolando.Caloca

	DR - Fix broken textures

Change 3544503 by Jian.Ru

	Ensure lighting failure delegates are always called
	#RB Marcus.Wassmer,Daniel.Wright
	#3689

Change 3545241 by Daniel.Wright

	Fixed spotlight whole scene shadows using a radius 2x too long

Change 3545347 by Daniel.Wright

	Fixed shadow occlusion culling broken by shadowmap caching change.  FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame.

Change 3546196 by Marcus.Wassmer

	Fix minor typo

Change 3546459 by Daniel.Wright

	ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package.

Change 3546469 by Jian.Ru

	Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation

Change 3546804 by Daniel.Wright

	[Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events

Change 3546814 by Daniel.Wright

	[Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows

Change 3546815 by Daniel.Wright

	[Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation

Change 3546817 by Daniel.Wright

	[Copy] Warmup time warning

Change 3546828 by Daniel.Wright

	[Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch

Change 3546836 by Daniel.Wright

	[Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data

Change 3546849 by Rolando.Caloca

	DR - vk - Fix missing samplerstates
	- Fixes for structured buffers
	- Add missing Draw and Dispatch Indirect

Change 3547516 by Brian.Karis

	Linear time 5-coloring for planar graphs.

	Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper.

Change 3547542 by Brian.Karis

	Linear time 5-coloring for planar graphs.

	Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper.

Change 3547563 by Brian.Karis

	Fixed some compiler warnings and hopefully some errors.

Change 3547610 by Brian.Karis

	Replaced macros with inlined functions

Change 3547620 by Brian.Karis

	Clean up includes

Change 3547770 by Marcus.Wassmer

	GPU Crash for MTBF analytics

Change 3547773 by Marcus.Wassmer

	Updated doxygen comment for new analytic

Change 3548244 by Rolando.Caloca

	DR - Fix for translucency

Change 3548352 by Yujiang.Wang

	Added soft source radius for point and spot lights

	* Soft source radius controls how 'blurry' the shape of specular lighting looks
	* Implemented by LobeRoughness modification
	* Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method
	* Suppoted LightTangent in forward shading

Change 3548530 by Brian.Karis

	Fix for mac build

Change 3548770 by Rolando.Caloca

	DR - vk - Prereq work for Vulkan parallel RHI contexts

Change 3548772 by Jian.Ru

	Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer

Change 3548865 by Daniel.Wright

	With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query.  Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible.

Change 3548952 by Rolando.Caloca

	DR - Allow separate samplers in the shaders on Vulkan

Change 3549197 by Marcus.Wassmer

	Fix DX12 PIx not working in cooked builds

Change 3549209 by Daniel.Wright

	Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'.  Disabled by default as rapid view changes don't work well with latent occlusion queries.

Change 3549943 by Ben.Marsh

	Include better diagnostic information when a modified build product is detected after running a build step.

Change 3550546 by Rolando.Caloca

	DR - Fix merge issue

Change 3550962 by Marcus.Wassmer

	EarlyZ Masking requires full depth prepass, so just force it to.

Change 3551062 by Daniel.Wright

	Handle NULL skylight

Change 3551104 by Rolando.Caloca

	DR - vk - Remove assert to match other platforms

Change 3551221 by Rolando.Caloca

	DR - vk - Add mirror clamp to edge extension
	- Fix framebuffer deletion

Change 3551224 by Daniel.Wright

	Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold.

Change 3551495 by Rolando.Caloca

	DR - vk - Intiial support for async queue

Change 3552101 by Rolando.Caloca

	DR - vk - Fix for async

Change 3552102 by Rolando.Caloca

	DR - SkinCache - Fix potential leak on staging buffers for recompute tangents
	- Integrate changes from 4.17 for memory optimizations

Change 3552104 by Rolando.Caloca

	DR - vk - Support for SRVs for index buffers

Change 3552838 by Rolando.Caloca

	DR - vk - Enable debug markers if found

Change 3553106 by Rolando.Caloca

	DR - vk - Fixes for index buffer SRVs

Change 3553107 by Rolando.Caloca

	DR - vk - Enable recompute tangents on Vulkan

Change 3553154 by Rolando.Caloca

	DR - vk - Fix crash with null uav

Change 3553342 by Yujiang.Wang

	Fix redundant skylights in AdvancedPreviewScene

	* PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading
	* AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene

Change 3553481 by Rolando.Caloca

	DR - Integrate fix for D3D12 support of index buffers SRVs

	#jira UE-47674

Change 3553715 by Rolando.Caloca

	DR - Fix crash when launching PC with -featureleveles31

Change 3553725 by Rolando.Caloca

	DR - Redo fix

Change 3553803 by Rolando.Caloca

	DR - Shader compile fixes for ES3.1

Change 3553963 by Rolando.Caloca

	DR - vk - Remove extra IRDump

Change 3554741 by Ben.Marsh

	CIS fix.

Change 3555222 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3555362 by Rolando.Caloca

	DR - vk - Prep work for separate present queue

Change 3556800 by Daniel.Wright

	Fixed screenshot for simple volume material doc

Change 3556942 by Brian.Karis

	Fixed Bokeh DOF regression.

Change 3556959 by Rolando.Caloca

	DR - vk - Rework staging buffer peak usage

Change 3557497 by Daniel.Wright

	Better display name for Unbound property on post process volume

Change 3557499 by Daniel.Wright

	Disable r.GenerateLandscapeGIData by default, opt-in for kite demo.  Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData.

Change 3557068 by Olaf.Piesche

	Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2),  so additional quality levels can be added and scaling customized further.
	IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change.

	#tests QAGame test maps

Change 3558123 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3558685 by Yujiang.Wang

	Github #3323: Two sided foliage lightmap directionality fix

	* Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one
	* Now it uses a constant directionality value

	#jira UE-42523

Change 3559052 by Brian.Karis

	Hopefully fix static analysis

Change 3559113 by Rolando.Caloca

	DR - Fix crash witrh planar reflections

Change 3559275 by Yujiang.Wang

	Fix race condition on several scalability CVars between rendering thread and game thread

Change 3559612 by Rolando.Caloca

	DR - vk - SM5 with uniform buffers backend support

Change 3559716 by Rolando.Caloca

	DR - hlslcc - Fix linker warning on SCW debug

Change 3559768 by Rolando.Caloca

	DR - vk - Keep ub names for bindings

Change 3560195 by Rolando.Caloca

	DR - accessor

Change 3560275 by Rolando.Caloca

	DR - vk - Support for uniform buffers

Change 3560913 by Rolando.Caloca

	DR - vk - Fix static analysis

Change 3561145 by Rolando.Caloca

	DR - Don't crash if out of resource table bits

Change 3561194 by Rolando.Caloca

	DR - vk - Integrate timestamp fixes

Change 3562009 by Rolando.Caloca

	DR - vk - Workaround for bad UTexture data

Change 3563884 by Chris.Bunner

	VK_NULL_HANDLE fix.

Change 3563885 by Jian.Ru

	Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner

Change 3565943 by Jian.Ru

	Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner

Change 3569479 by Michael.Lentine

	Integrate rhino shader changes to dev-rendering

Change 3569511 by Michael.Lentine

	Fix formating and string out on windows.

Change 3569572 by Yujiang.Wang

	Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs

Change 3569614 by Yujiang.Wang

	Flush rendering commands before measuring the long GPU task's excution time to get accurate results

Change 3570524 by Jian.Ru

	Add extra parentheses to avoid compilation warning #rb Chris.Bunner

Change 3570722 by Chris.Bunner

	Static analysis workaround - same code, just validating compile-time assumptions a little further.

Change 3570880 by Jian.Ru

	Add small depth offset to avoid depth test failing during velocity pass

	#jira UE-37556

Change 3572532 by Jian.Ru

	Disable a warning to let tests pass

	#jira UE-48021

Change 3573109 by Michael.Lentine

	Checkin Michael.Trepka's fix for external dynamic libraries on mac.
	This is needed to make the build go green on mac.

Change 3573995 by Jian.Ru

	Move an include out of define to let nightly build pass

Change 3574777 by Chris.Bunner

	Continued merge fixes.

Change 3574792 by Rolando.Caloca

	DR - Rename todo

Change 3574794 by Chris.Bunner

	Re-adding includes lost in a pre-merge merge.

Change 3574879 by Michael.Trepka

	Disabled a couple of Mac deprecation warnings

Change 3574932 by Chris.Bunner

	Merge fix.

Change 3575048 by Michael.Trepka

	Fixed iOS compile warnings

Change 3575530 by Chris.Bunner

	Duplicating static analysis fix CL 3539836.

Change 3575582 by Chris.Bunner

	Fixed GetDimensions return type in depth resolve shaders.
	Compile error fix.

Change 3576326 by Chris.Bunner

	Static analysis fixes.

Change 3576513 by Michael.Trepka

	Updated Mac MCPP lib to be compatible with OS X 10.9

Change 3576555 by Richard.Wallis

	Metal Validation Errors.  Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture.  Create a new dummy texture with pixel format PF_R8G8B8A8_UINT.

	#jira UE-47549

Change 3576562 by Chris.Bunner

	OpenGL SetStreamSource stride updates.

Change 3576589 by Michael.Trepka

	Fixed Mac CIS warnings and errors in Dev-Rendering

Change 3576708 by Jian.Ru

	Fix cascade preview viewport background color not changing
	#jira UE-39687

Change 3576827 by Rolando.Caloca

	DR - Minor fix for licensee

Change 3576973 by Chris.Bunner

	Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan).

Change 3577729 by Rolando.Caloca

	DR - Fix for info on SCW crashes

Change 3578723 by Chris.Bunner

	Fixed issue where custom material attribute was using display name as hlsl function name.

Change 3578797 by Chris.Bunner

	Fixed pixel inspector crashing on high-precision normals gbuffer format.

	#jira UE-48094

Change 3578815 by Yujiang.Wang

	Fix for UE-48207 Orion cooked windows server crash on startup

	* Crash caused by rendering features not available in a dedicated server build
	* Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender()

	#jira UE-48207

Change 3578828 by Daniel.Wright

	Disable volumetric lightmap 3d texture creation on mobile

Change 3579473 by Daniel.Wright

	Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler.  Used these to reduce base pass sampler counts with volumetric lightmaps.

Change 3580088 by Jian.Ru

	Fix QAGame TM-CharacterMovement crashing on PIE
	#jira UE-48031

Change 3580388 by Daniel.Wright

	Fixed shadowed light injection into volumetric fog fallout from Rhino merge

Change 3580407 by Michael.Trepka

	Updated Mac UnrealPak binaries

Change 3581094 by Michael.Trepka

	Fix for ScreenSpaceReflections not working properly on iOS 11

Change 3581242 by Michael.Trepka

	Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame

	#jira UE-48255

Change 3581489 by Olaf.Piesche

	Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475

	#jira FORT-47068, FORT-49705
	Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data.

	#tests FN LastPerfTest

Change 3581544 by Simon.Tovey

	Fix for ensure accessing cvar from task thread.

	#tests no more ensure

Change 3581934 by Chris.Bunner

	Fixed ConsoleVariables.ini break from merge.

Change 3581968 by Jian.Ru

	Fix QAGame TM-ShaderModels PIE crash when resizing game viewport
	#jira UE-48251

Change 3581989 by Richard.Wallis

	Fix for NULL PrecomputedLightingBuffer.  It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before.

	#jira UE-46955

Change 3582632 by Chris.Bunner

	Resolved merge error.

Change 3582722 by Rolando.Caloca

	DR - Workaround for PF_R8G8B8A8_UINT on GL

	#jira UE-48208

Change 3584096 by Rolando.Caloca

	DR - Fix for renderdoc crashing in shipping

	#jira UE-46867

Change 3584245 by Jian.Ru

	Fix System.Promotion.Editor.Particle Editor test crash
	#jira UE-48235

Change 3584359 by Yujiang.Wang

	Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion

	* Caused by dot(N, V) being negative
	* Clamp to (0, 1)

	#jira UE-48315

Change 3587864 by Mark.Satterthwaite

	Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer.
	#jira UE-48342

Change 3587866 by Mark.Satterthwaite

	Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong.

Change 3588168 by Mark.Satterthwaite

	Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes.

Change 3588192 by Rolando.Caloca

	DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled

Change 3588291 by Rolando.Caloca

	DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers

	#jira UE-48299

Change 3590134 by Michael.Trepka

	Copy of CL 3578963

	Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out.

Change 3590405 by Rolando.Caloca

	DR - hlslcc - support for sqrt(uint)

Change 3590436 by Mark.Satterthwaite

	Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes.

Change 3590674 by Rolando.Caloca

	DR - vk - Integration from working branch
	- Fixes distance field maps
	- Compute pipelines stored in saved file
	- Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets

Change 3590699 by Rolando.Caloca

	DR - Fix distance fields mem leak

Change 3590815 by Rolando.Caloca

	DR - vk - Fixes for uniform buffers and empty resource tables

Change 3590818 by Mark.Satterthwaite

	Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code.

Change 3590905 by Mark.Satterthwaite

	For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this.

	#jira UE-48163

Change 3590961 by Mark.Satterthwaite

	Submitted on Richard Wallis's behalf as he's on holiday:

	Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents.  Problem sampling from buffers/textures as floats with packed data.  Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>().  Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead.

	There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms.

	#jira UE-46688, UE-39256, UE-47215

Change 3590965 by Mark.Satterthwaite

	Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems.

Change 3590969 by Mark.Satterthwaite

	Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision.

Change 3591871 by Rolando.Caloca

	DR - Enable PCSS on Vulkan & Metal
	- Enable capsule shadows on Vulkan

Change 3592014 by Mark.Satterthwaite

	Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround.
	Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally.
	Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering.
	Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler.

Change 3592171 by Rolando.Caloca

	DR - CIS fix

Change 3592753 by Jian.Ru

	repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present)

Change 3594595 by Rolando.Caloca

	DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely

Change 3594794 by Michael.Trepka

	Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app

Change 3594999 by Mark.Satterthwaite

	Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size).
	While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header.

	#jira UE-48342

Change 3595004 by Mark.Satterthwaite

	Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10.

	#jira UE-48342

Change 3595386 by Mark.Satterthwaite

	Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms.

Change 3595394 by Rolando.Caloca

	DR - Added function for tracking down errors in the hlsl parser
	- Added support for simple #if 0...#endif

Change 3599352 by Rolando.Caloca

	DR - Fixes for HlslParser
	- Added missing attributes for functions
	- Fixed nested assignment

Change 3602440 by Michael.Trepka

	Fixed Metal shader compilation from Windows with remote compilation disabled

	#jira UE-48163

Change 3602898 by Chris.Bunner

	Resaving assets.

Change 3603731 by Jian.Ru

	fix a crash caused by a material destroyed before the decal component
	#jira UE-48587

Change 3604629 by Rolando.Caloca

	DR - Workaround for PF_R8G8B8A8_UINT on Android

	#jira UE-48208

Change 3604984 by Peter.Sauerbrei

	fix for orientation not being limited to that specified in the plist

	#jira UE-48360

Change 3605738 by Chris.Bunner

	Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history).

	#jira UE-48748

Change 3606009 by Mark.Satterthwaite

	Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have.
	- When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to.
	- The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit.
	- Move the shader vertex layer clip-distance to index 2 to avoid conflicts.
	- Don't default initialise the debug code string for Metal shaders or it won't print out the actual code....

	#jira UE-47663

Change 3606108 by Mark.Satterthwaite

	Temporary hack to avoid a crash in AVPlayer.

	#jira UE-48758

Change 3606121 by Mark.Satterthwaite

	Fix Windows compilation.

Change 3606992 by Chris.Bunner

	Static analysis fix.

[CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
Ben Marsh
d062937f27 Merging //UE4/Release-4.16@3415560 to Release-Staging-4.16 (//UE4/Release-Staging-4.16)
#rb none

[CL 3419284 by Ben Marsh in Staging-4.16 branch]
2017-05-02 16:06:37 -04:00
Chris Bunner
ab9d8e35b1 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3388261)
#lockdown Nick.Penwarden
#rb None

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

Change 3358140 on 2017/03/22 by Rolando.Caloca

	DR - Fix copy to cube face
	- Compile fix when using dump layer
	- Add new error enum

Change 3358301 on 2017/03/22 by Mitchell.Wilson

	Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section.

Change 3358477 on 2017/03/22 by Mitchell.Wilson

	Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning.

Change 3358529 on 2017/03/22 by Mark.Satterthwaite

	Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code.

Change 3358745 on 2017/03/22 by Mark.Satterthwaite

	Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected.

Change 3358837 on 2017/03/22 by Joe.Graf

	Merge of pull request #3214 for the RenderDocPlugin

	#CodeReview: matt.kuhlenschmidt, marcus.wassmer
	#rb: marcus.wassmer

Change 3359112 on 2017/03/22 by Ben.Salem

	Update perf monitor to include frame time by default. Also, use only  game/PIE world timers when in editor, instead of all worlds combined.

	#tests Ran several Showdown test runs with plugin!

Change 3359363 on 2017/03/22 by Joe.Graf

	First pass at non-unity & no pch compilation

Change 3359449 on 2017/03/22 by Joe.Graf

	Added missing null check when exporting a EXR on Linux (UE-40268)

	#CodeReview: dmitry.rekman
	#rb: n/a

Change 3360349 on 2017/03/23 by Guillaume.Abadie

	Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts.

	#jira UE-42920

Change 3360405 on 2017/03/23 by Marcus.Wassmer

	Better method for detecting Kepler

Change 3360718 on 2017/03/23 by Daniel.Wright

	Planar reflections handle views smaller than the render target in a general way
	* Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined)
	* Planar reflections are now supported in splitscreen

Change 3360758 on 2017/03/23 by Daniel.Wright

	[Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead

Change 3360762 on 2017/03/23 by Daniel.Wright

	[Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool

Change 3360768 on 2017/03/23 by Daniel.Wright

	[Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram

Change 3360770 on 2017/03/23 by Daniel.Wright

	[Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox

Change 3360771 on 2017/03/23 by Daniel.Wright

	[Copy] Particle lights no longer force tiled deferred lighting.  Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen.  Saves 1.5ms Xbox with one particle light.

Change 3360774 on 2017/03/23 by Daniel.Wright

	[Copy] Distance field cvar comments

Change 3360782 on 2017/03/23 by Daniel.Wright

	[Copy] Disabled selection color on Volume materials

Change 3360795 on 2017/03/23 by Daniel.Wright

	[Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption.  Albedo is [0-1] reflectance, while Extinction is a world space density.

Change 3360799 on 2017/03/23 by Daniel.Wright

	[Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y

Change 3360806 on 2017/03/23 by Daniel.Wright

	[Copy] Fixed volumetric fog being offset when viewport min is not 0

Change 3360809 on 2017/03/23 by Daniel.Wright

	[Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot.  Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale.

Change 3361651 on 2017/03/23 by Brian.Karis

	Higher quality sharp SSR at quality 4

Change 3361678 on 2017/03/23 by Brian.Karis

	Fresnel darkens diffuse for clearcoat.

Change 3361683 on 2017/03/23 by Brian.Karis

	Fixed SSR artifact

Change 3361691 on 2017/03/23 by Brian.Karis

	Chagned min roughness limit

Change 3361707 on 2017/03/23 by Brian.Karis

	Added inverse film tone map

Change 3361726 on 2017/03/23 by Brian.Karis

	Better precision inverse

Change 3361758 on 2017/03/23 by Brian.Karis

	Material flag normal curvature to roughness is no longer forward only.

Change 3361765 on 2017/03/23 by Brian.Karis

	Update ACES

Change 3361774 on 2017/03/23 by Brian.Karis

	Cleaned up alpha support and disabled screen edge clipping.

Change 3362478 on 2017/03/24 by Guillaume.Abadie

	Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output.

	#author Brian.Karis

	#jira UE-42920

Change 3362738 on 2017/03/24 by Rolando.Caloca

	DR - Hide scene capture on IF

Change 3362890 on 2017/03/24 by Guillaume.Abadie

	Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha

Change 3363665 on 2017/03/24 by Mark.Satterthwaite

	PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous)

Change 3363866 on 2017/03/24 by Arne.Schober

	DR - Updated NVAPI
	#RB Marcus.Wassmer

Change 3364300 on 2017/03/24 by Brian.Karis

	SSR use dynamic velocity

Change 3364372 on 2017/03/24 by Brian.Karis

	Fix changing off axis projection velocities.

Change 3364373 on 2017/03/24 by Brian.Karis

	Enabled velocity drawing in scene captures

Change 3365531 on 2017/03/27 by Guillaume.Abadie

	Computes the material's screen position material expression directly from the pixel shader SvPosition

Change 3365764 on 2017/03/27 by Chris.Bunner

	Lowering severity of crash for missing values in scalability.ini.

	#jira UE-41331

Change 3365916 on 2017/03/27 by Guillaume.Abadie

	Exposes the viewport offset within the view property material expression

Change 3365979 on 2017/03/27 by Brian.Karis

	Fixed skylight intensity from double applying

Change 3365987 on 2017/03/27 by Brian.Karis

	Stopped post process indirect lighting intensity from scaling skylight reflections

Change 3365991 on 2017/03/27 by Brian.Karis

	Fix for static analysis

Change 3366028 on 2017/03/27 by Daniel.Wright

	Volumetric fog supports static shadowing from Stationary lights
	* Using bilinear on static shadowmap depths + 1 PCF to smooth out results

Change 3366029 on 2017/03/27 by Daniel.Wright

	Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog

Change 3366055 on 2017/03/27 by Guillaume.Abadie

	Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies.

Change 3366447 on 2017/03/27 by Simon.Tourangeau

	Fix IES light profile importer.
	- Bug in the LM-63-1986 format importer.

Change 3366836 on 2017/03/27 by Brian.Karis

	ClearUAV now supports int types

Change 3367435 on 2017/03/28 by Benjamin.Hyder

	Submitting Decal Automation map for initial approval

Change 3367572 on 2017/03/28 by Chris.Bunner

	Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs.

	#jira UE-42989

Change 3367756 on 2017/03/28 by Olaf.Piesche

	Niagara material usage flags

Change 3367835 on 2017/03/28 by Marcus.Wassmer

	Fix crash when TileRenderer runs before anything else.  Make explicit behavior when rendering at a time when there is no valid scene.

Change 3367837 on 2017/03/28 by Marcus.Wassmer

	Missed a file.

Change 3367838 on 2017/03/28 by Richard.Wallis

	Updated items from original shelved version by Mark Satt:

	- Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's

	**Description below taken from Mark Satt's original verison of this in CL3343280**

	Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries.

	Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently.

	- All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently  supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work.
	- With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary.
	- For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping.
	- File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic.
	- This bumps the object version and will cause all content to recook.
	- Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller).

Change 3367854 on 2017/03/28 by Mark.Satterthwaite

	Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be.

Change 3367877 on 2017/03/28 by Brian.Karis

	Fixed linux build hopefully

Change 3368001 on 2017/03/28 by Mark.Satterthwaite

	Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves.

Change 3368019 on 2017/03/28 by Mark.Satterthwaite

	And another fix for Windows compilation of MetalShaderFormat.

Change 3368042 on 2017/03/28 by Mark.Satterthwaite

	And a couple of simpler MSVC errors.

Change 3368271 on 2017/03/28 by Mark.Satterthwaite

	Make SceneRenderTargets compile again.

Change 3368691 on 2017/03/28 by Daniel.Wright

	[Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis

Change 3369689 on 2017/03/29 by Marcus.Wassmer

	Fix non editor compile for now

Change 3369862 on 2017/03/29 by Marcus.Wassmer

	Get the rest of the things compiling again.

Change 3369896 on 2017/03/29 by Chris.Bunner

	Enabling AMD HDR support by default.

	#jira UE-42113

Change 3370535 on 2017/03/29 by Marcus.Wassmer

	DR - Fix template explicit instantiation for ClearUAV permutations
	#RB Brian.Karis, Arne.Schober

Change 3370704 on 2017/03/29 by Rolando.Caloca

	DR - Rewrote GPU Skin Cache
	- Per section buffers
	- Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB)
	Copied from 3370529

Change 3371389 on 2017/03/30 by Richard.Wallis

	Remove temp working directories after archive packages built.

Change 3371641 on 2017/03/30 by Rolando.Caloca

	DR - Copy 3371640 (fix mem leak)

Change 3372436 on 2017/03/30 by Uriel.Doyon

	Added flags in UPrimitiveComponent to keep track of its state in the streaming manager.
	This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic.

	Removed the limitation of only processing UMeshComponent when handling spawed primitive.
	This releases the level manager from having to manage dynamic primitives.
	This improves performance by not having to manage dynamic references in the level manager.

	Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling
	many cases automatically where previously a manual callback to notify would have been required.

	Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state
	because of lack of references in the streamer.

Change 3372740 on 2017/03/30 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 3372765 on 2017/03/30 by Uriel.Doyon

	Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update

Change 3372979 on 2017/03/30 by Richard.Hinckley

	#jira UE-43501
	The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects.

Change 3373053 on 2017/03/30 by Simon.Tourangeau

	LPV Fade support
	- mostly integrated from CL 2959511

Change 3373272 on 2017/03/30 by Uriel.Doyon

	Added support for the concurrent update of dynamic primitives by the streaming manager.

Change 3373450 on 2017/03/30 by Rolando.Caloca

	DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory
	Copy 3373364

	#jira UE-43492

Change 3373470 on 2017/03/30 by Marcus.Wassmer

	Nvidia Aftermath support

Change 3374187 on 2017/03/31 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 3374233 on 2017/03/31 by Chris.Bunner

	Removed several redundant post process compute fences and resource transitions.
	Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch).

Change 3374412 on 2017/03/31 by Rolando.Caloca

	DR - Fix static analysis

Change 3374544 on 2017/03/31 by Richard.Wallis

	FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library.

	Future Work
	- This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver.
	- Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state
	- This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock

Change 3374588 on 2017/03/31 by Richard.Wallis

	Windows Compile Fixes

Change 3374810 on 2017/03/31 by Benjamin.Hyder

	updating recommended GPU drivers

Change 3375207 on 2017/03/31 by Rolando.Caloca

	DR - vk - Fixed swapchain format selection for some Linux platforms

Change 3375248 on 2017/03/31 by Rolando.Caloca

	DR - vk - Prefer D32S8

Change 3375495 on 2017/03/31 by Rolando.Caloca

	DR - vk - Update to sdk 1.0.42.2

Change 3375496 on 2017/03/31 by Rolando.Caloca

	DR - Force compiling with updated Vulkan SDK

Change 3375636 on 2017/03/31 by Mark.Satterthwaite

	Copying Metal improvements from task stream, with some modifications:
	- Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts.
	- Support for Apple's Instruments "Points of Interest" tool.
	- Consolidation of some Mac & iOS compiler, memory and thread handling code.
	- Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects.
	- Improvements to the internal FMetalDebug layer, still off by default.
	- Limited support for Xcode automatic code-signing for iOS/tvOS.
	- Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals.
	- Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing.
	- Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types.
	- Smattering of lesser fixes.

Change 3375654 on 2017/03/31 by Mark.Satterthwaite

	Incremental Windows build fix.

Change 3375656 on 2017/04/01 by Mark.Satterthwaite

	Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...).

Change 3375797 on 2017/04/01 by Mark.Satterthwaite

	Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds...

Change 3375798 on 2017/04/01 by Mark.Satterthwaite

	Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream.

Change 3375835 on 2017/04/01 by Mark.Satterthwaite

	Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly.

Change 3376143 on 2017/04/02 by Mark.Satterthwaite

	Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system.

Change 3376324 on 2017/04/03 by Chris.Bunner

	Fixed cvar re-registration log spam and flagged a testing-only cvar as such.

Change 3376726 on 2017/04/03 by Benjamin.Hyder

	Submitting initial HDR test map (WIP)

Change 3376756 on 2017/04/03 by Guillaume.Abadie

	Fixes scene captures ordering's backward compatibility.

	Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor.

Change 3377378 on 2017/04/03 by Arne.Schober

	DR - Fix ShaderRecompiling over and over again
	#RB Chris.Bunner

Change 3377512 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events

Change 3377518 on 2017/04/03 by Daniel.Wright

	[Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12

Change 3377526 on 2017/04/03 by Daniel.Wright

	[Copy] "Ran out of GPU queries!" log only happens once

Change 3377535 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed unreferenced local variable

Change 3377539 on 2017/04/03 by Daniel.Wright

	[Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages

Change 3377546 on 2017/04/03 by Daniel.Wright

	[Copy] Added r.LightMaxDrawDistanceScale for local light scalability

Change 3377553 on 2017/04/03 by Daniel.Wright

	[Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path

Change 3377560 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes

Change 3377565 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false)

Change 3377572 on 2017/04/03 by Daniel.Wright

	[Copy] Disabled point / spot lights with MaxDrawDistance on LowPC

Change 3377586 on 2017/04/03 by Daniel.Wright

	Fixed compile error

Change 3377699 on 2017/04/03 by David.Hill

	FFT Code.  Moved over from raven and refactored

	#review-3374589 @guillaume.abadie

Change 3377910 on 2017/04/03 by David.Hill

	GPU FFT: Fix Linux Build
	adding a missing template<> to an IMPLEMENT_SHADER_TYPE

Change 3378751 on 2017/04/04 by Marcus.Wassmer

	HQ particle lights now spawn attached to the same socket as their parent module.

Change 3378819 on 2017/04/04 by Richard.Wallis

	Should be no need to protect shader cache against RHI thread now.

Change 3378823 on 2017/04/04 by Richard.Wallis

	FRHIShaderLibrary Opaque Type

	- Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library.
	- Assumed that only Native libraries will end up in the RHICreate*Shader functions.
	- ShaderCache and ShaderCode Libraries now inherit from a common factory interface.

Change 3378883 on 2017/04/04 by Arne.Schober

	DR - Fix DCC build

Change 3378885 on 2017/04/04 by Richard.Wallis

	Metal resource cast compile fix post merge.

Change 3378946 on 2017/04/04 by Chris.Bunner

	SM4 assert fix.

Change 3378953 on 2017/04/04 by Chris.Bunner

	Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users.
	Allowed material nodes to opt out of mask-based pin coloration.
	#tests Compiled most Paragon materials + QAGame test maps.

	#jira UE-39885

Change 3379189 on 2017/04/04 by Arne.Schober

	DR - Fix aftermath staging

Change 3379229 on 2017/04/04 by Arne.Schober

	DR - Fix missing include

Change 3379374 on 2017/04/04 by Mark.Satterthwaite

	Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream.

Change 3379505 on 2017/04/04 by Rolando.Caloca

	DR - Fix mismatched interpolators

Change 3379539 on 2017/04/04 by Mark.Satterthwaite

	No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right...

	#jira UE-43626

Change 3379561 on 2017/04/04 by Rolando.Caloca

	DR - Fix root signature issues on D3D12 PC

Change 3379590 on 2017/04/04 by Mark.Satterthwaite

	Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture.

	#jira UE-43626

Change 3379917 on 2017/04/04 by Uriel.Doyon

	Fix to input mismatch

Change 3380578 on 2017/04/05 by Chris.Bunner

	Shader type fixes.

	#jira UE-43652

Change 3380639 on 2017/04/05 by Rolando.Caloca

	DR - Expose GetOrCreate PSO and document

Change 3380821 on 2017/04/05 by Guillaume.Abadie

	Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures()

	#jira UE-43642

Change 3381092 on 2017/04/05 by Guillaume.Abadie

	Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting.

	This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations.

Change 3381300 on 2017/04/05 by Mark.Satterthwaite

	Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface.

	#jira UE-43597

Change 3381359 on 2017/04/05 by Guillaume.Abadie

	Back out changelist 3381092

Change 3381421 on 2017/04/05 by Mark.Satterthwaite

	Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions.

	#jira UE-43689

Change 3381422 on 2017/04/05 by Mark.Satterthwaite

	Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery.

	#jira UE-43691

Change 3381503 on 2017/04/05 by Daniel.Wright

	More intuitive controls for Volumetric Fog
	* Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction
	* InscatteringColorCubemap is now supported by Volumetric Fog
	* Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing
	* Tweaked GVolumetricFogDepthDistributionScale better for nearby details
	* Volume Materials have twice the interpolators available

Change 3381527 on 2017/04/05 by Mark.Satterthwaite

	Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements.

Change 3381671 on 2017/04/05 by Mark.Satterthwaite

	Better error message for failure to compile shaders remotely from PC for Metal.

Change 3381769 on 2017/04/05 by Rolando.Caloca

	DR - Added lock texture array 2d on Vulkan

Change 3382003 on 2017/04/05 by Mark.Satterthwaite

	Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended.

Change 3382030 on 2017/04/05 by Zachary.Wilson

	Fix compiling Metal text shaders from PC broken in merge from task stream.
	#submitter mark.satterthwaite

	#jira UE-43652

Change 3382880 on 2017/04/06 by Mark.Satterthwaite

	Michael Trepka's CL #3379927:
	VolumetricFogVoxelization implementation for Mac

Change 3383315 on 2017/04/06 by Mark.Satterthwaite

	Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory.

	#jira UE-43739

Change 3384639 on 2017/04/07 by Marcus.Wassmer

	Move ShaderResource version bump to RenderingObjectVersion

Change 3384704 on 2017/04/07 by Mark.Satterthwaite

	Compile fix for merge.

Change 3384933 on 2017/04/07 by Rolando.Caloca

	DR - Fix skin cache crash with BP (copy 3384714)

Change 3385104 on 2017/04/07 by Mark.Satterthwaite

	Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity.

	#jira UE-43783

Change 3385105 on 2017/04/07 by Mark.Satterthwaite

	Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783

	#jira UE-43783

Change 3385118 on 2017/04/07 by Arne.Schober

	DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled
	#RB none

Change 3385149 on 2017/04/07 by Marcus.Wassmer

	Fix skincache motion blur

Change 3385189 on 2017/04/07 by Rolando.Caloca

	DR - Fix swapchain format for editor on Vulkan

Change 3385287 on 2017/04/07 by Mark.Satterthwaite

	Enable SM5 on Intel as of 10.12.4 and later.

Change 3385347 on 2017/04/07 by Rolando.Caloca

	DR - Temp fix for GL4 corruption on editor
	#jira UE-43785

Change 3385363 on 2017/04/07 by Rolando.Caloca

	DR - Actually fix all win platforms for GL bug
	#jira UE-43785

Change 3385557 on 2017/04/07 by Arne.Schober

	DR - [UE-43205] - Fix mesh paint
	#RB none

Change 3385608 on 2017/04/07 by Daniel.Wright

	Fixed SampleCmp being used on a non-depth texture, causing a d3d error

Change 3385980 on 2017/04/10 by Rolando.Caloca

	DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture

Change 3386042 on 2017/04/10 by Rolando.Caloca

	DR - Fix metal merge issue

Change 3386157 on 2017/04/10 by Rolando.Caloca

	DR - Remove VS2013 libs generation off hlslcc & glslang (to match main)

Change 3386356 on 2017/04/10 by Chris.Bunner

	Resolving merge errors.

Change 3386414 on 2017/04/10 by Chris.Bunner

	Resolved merge issue in RendererScene.cpp.

Change 3386700 on 2017/04/10 by Mark.Satterthwaite

	Silence documentation warnings.

Change 3387178 on 2017/04/10 by Chris.Bunner

	Removed invalid mask correction on MakeMA material nodes.

Change 3388177 on 2017/04/11 by Marcus.Wassmer

	Disable ensure that is no longer relevant now that we bind clear colors on texture creation

Change 3388261 on 2017/04/11 by Chris.Bunner

	Static analysis fix.

[CL 3388266 by Chris Bunner in Main branch]
2017-04-11 10:32:07 -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
Marcus Wassmer
1eabdaf700 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450)
#lockdown Nick.Penwarden
#rb none

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

Change 3148067 on 2016/10/01 by Daniel.Wright

	Support for ReflectionEnvironment and light type show flags with ForwardShading

Change 3149085 on 2016/10/03 by Daniel.Wright

	Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead

Change 3162206 on 2016/10/13 by Chris.Bunner

	Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
	Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
	Added CustomEyeTangent to material attributes.
	Resolved some hard-coded attribute typing and other minor fixes.

Change 3186067 on 2016/11/03 by Daniel.Wright

	Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved

Change 3186069 on 2016/11/03 by Daniel.Wright

	Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high

Change 3186084 on 2016/11/03 by Mark.Satterthwaite

	Duplicate 3172511:
	Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
	#jira UE-37481

Change 3186089 on 2016/11/03 by Mark.Satterthwaite

	Duplicate CL #3169764:
	Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
	#jira FORT-27627

Change 3186113 on 2016/11/03 by Mark.Satterthwaite

	Duplicate CL #3183807:
	Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
	- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
	- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
	#jira FORT-31649

Change 3186116 on 2016/11/03 by Mark.Satterthwaite

	Duplicate CL #3183823:
	Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.

	Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
	#jira FORT-31649

Change 3186818 on 2016/11/04 by Chris.Bunner

	PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii).

Change 3186979 on 2016/11/04 by Rolando.Caloca

	DR - Misc minor cleanup

Change 3187169 on 2016/11/04 by Uriel.Doyon

	Incremental insertion of level data between PostLoad and AddToWorld

Change 3187205 on 2016/11/04 by Mark.Satterthwaite

	Compile fixes for iOS.

Change 3187389 on 2016/11/04 by Uriel.Doyon

	Fix for possible stall when loading hidden level

Change 3187598 on 2016/11/04 by Michael.Trepka

	MetalViewport compile fix

Change 3187678 on 2016/11/04 by Uriel.Doyon

	Fix for landscape grass textures not being streamed in correctly.

Change 3187731 on 2016/11/04 by Rolando.Caloca

	DR - Start making type safe some cross compiler enums

Change 3187824 on 2016/11/04 by Rolando.Caloca

	DR - clang compile fix

Change 3187953 on 2016/11/04 by Rolando.Caloca

	DR - vk - Mac compile fix

Change 3188696 on 2016/11/07 by Mark.Satterthwaite

	Another iOS compile fix for new MetalViewport validation code.

Change 3188906 on 2016/11/07 by Rolando.Caloca

	DR - Show permutation of LUTBlender

Change 3189094 on 2016/11/07 by Chris.Bunner

	Fix RemoveAAJitter from projection matrix.
	#jira UE-37701, UE-38003

Change 3189134 on 2016/11/07 by Daniel.Wright

	Fix for CreateRenderTarget2D called in construction script during cooking

Change 3189145 on 2016/11/07 by Chris.Bunner

	Follow-up to CL 3186818, export UMaterialExpressionVectorNoise.

Change 3189239 on 2016/11/07 by Daniel.Wright

	Added show flag for Contact Shadows, disabled in planar reflections

Change 3189252 on 2016/11/07 by Daniel.Wright

	Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading

Change 3189406 on 2016/11/07 by Mark.Satterthwaite

	Really fix the last of the iOS compile errors from changes to the MetalViewport code.

Change 3190854 on 2016/11/08 by Ben.Woodhouse

	XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash)
	#jira UE-34264
	#fyi james.golding
	#fyi keith.judge

Change 3190962 on 2016/11/08 by Olaf.Piesche

	Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues

Change 3191959 on 2016/11/09 by Uriel.Doyon

	Removed some static primitives from the dynamic primitive handler for texture streaming.

Change 3193122 on 2016/11/10 by Chris.Bunner

	Always update non-preview material resources for use in code preview.
	#jira UE-38223

Change 3193190 on 2016/11/10 by Gil.Gribb

	UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame.
	#jira UE-36379

Change 3193523 on 2016/11/10 by Uriel.Doyon

	Fixed incorrect section bounds used for texture streaming.

Change 3193962 on 2016/11/10 by Uriel.Doyon

	Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time.

Change 3193974 on 2016/11/10 by Uriel.Doyon

	New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU.

Change 3194109 on 2016/11/10 by Uriel.Doyon

	Another patch on material bounds used for texture streaming.

Change 3194665 on 2016/11/11 by Chris.Bunner

	Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.

Change 3194734 on 2016/11/11 by Rolando.Caloca

	DR - vk - Simplified some texture casting

Change 3194867 on 2016/11/11 by Rolando.Caloca

	DR - vk - SM5 fixes

Change 3195176 on 2016/11/11 by Chris.Bunner

	Fixed incorrectly updated NVAPI error.

Change 3195425 on 2016/11/11 by Uriel.Doyon

	Fixed possible invalid level reference in the texture streamer

Change 3196512 on 2016/11/14 by Gil.Gribb

	Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3196750 on 2016/11/14 by Marcus.Wassmer

	Fix ordering problem with GPU cache transitions

Change 3196815 on 2016/11/14 by Daniel.Wright

	Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS

Change 3196818 on 2016/11/14 by Daniel.Wright

	Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory

Change 3196819 on 2016/11/14 by Daniel.Wright

	Volume lighting samples are allowed outside of the importance volume if their influence affects the volume.  Fixes black indirect lighting on movable components in maps with small importance volumes.
	Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers

Change 3197243 on 2016/11/14 by Uriel.Doyon

	Async Task For Updating static component LastRender time
	#jira UE-24268

Change 3197359 on 2016/11/14 by Daniel.Wright

	Added Inscattering Texture controls to ExponentialHeightFog
	* When InscatteringColorCubemap is specified, directional light inscattering is disabled
	* Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance
	* Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match)
	* Fog shader permutations based on what feature is enabled

Change 3198419 on 2016/11/15 by Chris.Bunner

	PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls.
	HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition,  refactoring common functions.
	Exposed RHICreateTargetableShaderResource3D.
	Moved some (translucent) volume rendering helpers to allow access in Slate.

Change 3198822 on 2016/11/15 by Daniel.Wright

	Mac compile fix

Change 3199509 on 2016/11/15 by Uriel.Doyon

	Added support for viewmode param asset name (and note just param value).
	Used to investigate texture streamer behavior.

Change 3199578 on 2016/11/15 by Rolando.Caloca

	DR - Add some shader resource tables to SCW when running with -directcompile

Change 3199698 on 2016/11/15 by Rolando.Caloca

	DR - vk - Refactor shader & descriptor bindings

Change 3199712 on 2016/11/15 by Rolando.Caloca

	DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader

Change 3199717 on 2016/11/15 by Rolando.Caloca

	DR - vk - Show hitching PSO info again

Change 3199750 on 2016/11/15 by Rolando.Caloca

	DR - SCW clang compile fixes

Change 3200353 on 2016/11/16 by Rolando.Caloca

	DR - vk - Mac fix

Change 3200358 on 2016/11/16 by Chris.Bunner

	Only allow UI composition on platforms we currently use it.

Change 3200823 on 2016/11/16 by Chris.Bunner

	Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing.
	#jira UE-38699

Change 3200947 on 2016/11/16 by Mark.Satterthwaite

	Fix UE-38695 by not trying to resize the viewport on the wrong thread.
	#jira UE-38695

Change 3201069 on 2016/11/16 by Daniel.Wright

	Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors

Change 3201346 on 2016/11/16 by Brian.Karis

	Temporal AA fix for correct edge gradients.

	Filtering now combined with importance sampling.
	Enabled Catmull-Rom resolve filter. Results are now slightly sharper.
	Fixed antighosting. Will yet require a dilation to be perfect.
	Optimized bicubic filtering to 5 taps instead of 9.
	Cleaned out unused code.

Change 3201369 on 2016/11/16 by Brian.Karis

	Bicubic texture sample

Change 3201522 on 2016/11/16 by Rolando.Caloca

	DR - vk - Fix static analysis issues

Change 3201878 on 2016/11/17 by Chris.Bunner

	Temporarily disable Nvapi HDR error logging.
	#jira UE-38529

Change 3202108 on 2016/11/17 by Simon.Tovey

	Assets with easy repro for flickering particles bug

Change 3202181 on 2016/11/17 by Rolando.Caloca

	DR - vk - CIS android fix

Change 3202325 on 2016/11/17 by Ben.Woodhouse

	Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850)
	 Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash)
	 #jira UE-34264

Change 3204394 on 2016/11/18 by Guillaume.Abadie

	PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke)

	#br Ben.Woodhouse

Change 3204428 on 2016/11/18 by Guillaume.Abadie

	Fixes a couple of issues in decals:

	* Crash in FDecalDrawingPolicyFactory::DrawMesh()
	* ActorPostion material expression
	* PixelNormalWS material expression
	* Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE

	#jira UE-38327, UE-38158, UE-37818, UE-37350

Change 3204429 on 2016/11/18 by Uriel.Doyon

	Darker default undefined accuracy.
	Reenabled the texture streaming build in the build all.

Change 3204458 on 2016/11/18 by Chris.Bunner

	Shader truncation warnings fix.

Change 3204459 on 2016/11/18 by Chris.Bunner

	Engine 'Passthrough' material fuction fix. V4 is now actually a V4.

Change 3204460 on 2016/11/18 by Chris.Bunner

	Correctly handle some known Nvapi warnings.
	#jira UE-38529

Change 3204653 on 2016/11/18 by Marc.Olano

	Helper functions for tiled textures

	Checking in for Ryan Brucks

Change 3204863 on 2016/11/18 by Arne.Schober

	DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation

Change 3204939 on 2016/11/18 by Arne.Schober

	DR - Make clang happy

Change 3204968 on 2016/11/18 by Arne.Schober

	DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset.

Change 3206293 on 2016/11/21 by Uriel.Doyon

	New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields.
	Set to true when the streamer can possibly load a mip in the near future.
	#jira UE-37787

Change 3206551 on 2016/11/21 by Chris.Bunner

	Added material update context when forcing all shaders to recompile.
	#jira UE-38481

Change 3206644 on 2016/11/21 by Benjamin.Hyder

	Updating Planar Reflection example in TM-Shadermodels.

Change 3206899 on 2016/11/21 by Rolando.Caloca

	DR - vk - SM5 fixes

Change 3206900 on 2016/11/21 by Rolando.Caloca

	DR - Added missing strings for shader formats

Change 3206983 on 2016/11/21 by Rolando.Caloca

	DR - vk - Support for SV_Coverage

Change 3207237 on 2016/11/22 by Simon.Tovey

	Exporting particle module base and a couple of child classes as it's commonly requested.

	#test compiles

Change 3207241 on 2016/11/22 by Gil.Gribb

	Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3207520 on 2016/11/22 by Ben.Woodhouse

	Cherry picked from //Fortnite/Main@3206301
	Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
	#jira FORT-31616
	#code_review keith.judge

Change 3207541 on 2016/11/22 by Ben.Woodhouse

	Cherry picked from //fortnite/Main@3207422
	* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
	* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
	* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
	#jira UE-38609

Change 3207654 on 2016/11/22 by Chris.Bunner

	Don't flag 16-bit PNG/JPG textures as sRGB on import.
	#jira UE-30279

Change 3208434 on 2016/11/22 by Rolando.Caloca

	DR - vk - UAV transitions

Change 3208490 on 2016/11/22 by Chris.Bunner

	Break material code sharing when we detect an unresolvable loop.
	By default change IsResultMA loop detection to stop on functions as we can determine type definitively.
	Unified IsResultMA detection across switch nodes.

Change 3208860 on 2016/11/23 by Rolando.Caloca

	DR - vk - Fix some format issues

Change 3209265 on 2016/11/23 by Arne.Schober

	DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface,
	We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object.
	One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType.
	And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState.
	Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface.
	Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now)

Change 3209305 on 2016/11/23 by Guillaume.Abadie

	Fix contact shadow's assemption on objects thickness

Change 3209334 on 2016/11/23 by Brian.Karis

	Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense.

Change 3209903 on 2016/11/24 by Guillaume.Abadie

	Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL

Change 3209973 on 2016/11/24 by Ben.Woodhouse

	Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/)

Change 3210023 on 2016/11/24 by Uriel.Doyon

	Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate.
	#jira UE-37210

Change 3210026 on 2016/11/24 by Ben.Woodhouse

	Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing

Change 3210049 on 2016/11/24 by Ben.Woodhouse

	Fix mac build

Change 3210071 on 2016/11/24 by Uriel.Doyon

	Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled.
	#jira UE-37542

Change 3210374 on 2016/11/25 by Ben.Woodhouse

	* Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled)

	* Move Decal rendertarget manager function implementations out of the header.
	#jira UE-38879

Change 3210390 on 2016/11/25 by Uriel.Doyon

	Fixed cubemap resourcesize not taking into account mipgen settings
	#jira UE-37045

Change 3210407 on 2016/11/25 by Uriel.Doyon

	"resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data.
	That can be used in combination with -buildlighting.

Change 3210563 on 2016/11/27 by Rolando.Caloca

	DR - vk - Integrate cached memory fixes and PF_D24 format fix
	#jira UE-39025
	PR #2974

Change 3210564 on 2016/11/27 by Rolando.Caloca

	DR - Fix for GL linker
	PR #2975
	#jira UE-39029

Change 3210592 on 2016/11/27 by Rolando.Caloca

	DR - vk - SM5 fixes

Change 3210597 on 2016/11/27 by Rolando.Caloca

	DR - vk - Prep for staging UB copies to GPU memory

Change 3210600 on 2016/11/27 by Rolando.Caloca

	DR - vk - Extract generic range code

Change 3210613 on 2016/11/27 by Rolando.Caloca

	DR - vk - Added r.Vulkan.SubmitOnDispatch

Change 3211054 on 2016/11/28 by Rolando.Caloca

	DR - vk - Missing reference

Change 3211330 on 2016/11/28 by Chris.Bunner

	Shader compile error for max texture coordinate count on skinned meshes.

Change 3211384 on 2016/11/28 by Arne.Schober

	DR - Enforce move on EnqueueRenderCommand Lambda

Change 3211431 on 2016/11/28 by Gil.Gribb

	Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3211738 on 2016/11/28 by Gil.Gribb

	IWYU fixes after merge

Change 3212231 on 2016/11/28 by Richard.Wallis

	Fix build errors

Change 3212253 on 2016/11/28 by Richard.Wallis

	Remove MacGraphicsSwitching plugin.

	#jira UE-37640

Change 3212310 on 2016/11/28 by Rolando.Caloca

	DR - vk - Update glslang to 1.0.33.0

Change 3212446 on 2016/11/28 by Guillaume.Abadie

	Implements PreviousFrameSwitch material expression

Change 3212594 on 2016/11/28 by Arne.Schober

	DR - Fix missing include

Change 3212681 on 2016/11/29 by Rolando.Caloca

	DR - vk - Auto flush for compute shader

Change 3213000 on 2016/11/29 by Gil.Gribb

	temp fix for PF_MAX

Change 3213161 on 2016/11/29 by Ben.Woodhouse

	Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714

	Using:
	 - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/...
	 - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/...
	 - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/...

	Changes from UE4-DX12:

	*** CL 3183818 ***
	Update D3D12 RHI to 4.14:
	 - Merged changes from Epic up until 10/20/16
	 - Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win.

	I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time.

	I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory.

	-Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared.

	-Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones.

	-Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch.

	-Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this.

	-Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call.

	I improved and cleaned up high freqency call stacks like:
	 - RHISetShaderTexture
	 - RHISetShaderResourceViewParameter
	 - RHISetShaderParameter
	 - RHISetUAVParameter

	In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc.

	-Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.

	-Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early.

	This work involved a couple changes:
	1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count
	2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed).

	-Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call.

	-Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12.

	-Delay load D3D12.dll and add root signature 1.1 support.

	-Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members.

	*** CL 3183824 ***
	Fix the D3D12 RHI after integrating UE 4.14 updates:
	- Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list.
	- Fixed a spelling error
	- Removed the need for bForceState, we use dirty bits now

	*** CL 3183830 ***
	- GetDebugFlags RHI extension, needed by XB1 movie player.
	- Only query memory info if stats are enabled
	- Add support for the engine's new RHISubmitCommandsAndFlushGPU function
	- Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter.

	*** CL 3183837 ***
	Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects.

	*** CL 3183931 ***
	Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0)

	*** CL 3183978 ***
	Update UBT Windows build settings:
	- Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.

	-Delay load D3D12.dll and add root signature 1.1 support.

	*** CL 3184132 ***
	Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837.

	*** Changelist 3211714 ***
	Update D3D12 RHI with fixes:
	 - Check if we can reserve slots in GatherUniqueSamplerTables
	 - DirtyState more often in StateCache
	 - Remove InternalSetSamplerState. The alternate function isn't used.
	 - Allow MRTClear for arrays with holes in them
	 - Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range
	 - Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily.
	 - Resource transitions: go through Common between queues (3D <--> Compute)
	 - Fix initial state for placed resources.
	 - Merging epic

Change 3213250 on 2016/11/29 by Chris.Bunner

	GBufferHints tooltip fix.
	#jira UE-39103

Change 3213345 on 2016/11/29 by Gil.Gribb

	more IWYU fallout

Change 3213676 on 2016/11/29 by Rolando.Caloca

	DR - Fix incorrect texture getting cleared

Change 3213728 on 2016/11/29 by Rolando.Caloca

	DR - Lambda-ize

Change 3214461 on 2016/11/29 by Ben.Woodhouse

	Rollout August QFE4 XDK (required for latest DX12 changes on XB1)

Change 3215317 on 2016/11/30 by Daniel.Wright

	PS4 compile fix

Change 3216343 on 2016/11/30 by Arne.Schober

	DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals.

Change 3216844 on 2016/12/01 by Ben.Woodhouse

	Fix for static analysis warnings after discussion with Microsoft

Change 3216916 on 2016/12/01 by Gil.Gribb

	Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3217385 on 2016/12/01 by Arne.Schober

	DR - UE-39218, UE-39221, UE-39224  and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass

Change 3217464 on 2016/12/01 by Ben.Woodhouse

	Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor
	#jira UE-39225

Change 3217534 on 2016/12/01 by Arne.Schober

	DR - Fix Merge conflict

Change 3217581 on 2016/12/01 by Rolando.Caloca

	DR - Fix assert on debug

Change 3217741 on 2016/12/01 by Benjamin.Hyder

	Duplicate audio fix.

Change 3217890 on 2016/12/01 by Rolando.Caloca

	DR - Fix widget not rendering properly when hidden
	#jira UE-39221

Change 3218129 on 2016/12/01 by Arne.Schober

	DR - UE-39214 - Lod dither value as accidently cached accross the static draw list.

Change 3218759 on 2016/12/02 by Guillaume.Abadie

	Fixes editor compositing bug caused by alpha through post processing change 3209903

	#jira UE-39221

[CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -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
Ben Marsh
6af6c038ea Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2982165)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2963214 on 2016/05/02 by Ben.Marsh

	BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running.

Change 2972295 on 2016/05/10 by Ben.Marsh

	EC: Remove spacing in notification emails to reduce size, and help prevent gmail from truncating messages. Also allow mailing notification emails when doing a dry run, and reading stream settings from another branch.

Change 2976096 on 2016/05/12 by Ben.Marsh

	EC: Store properties for the last succeeded builds, including the list of users that were notified about it.

Change 2976390 on 2016/05/12 by Ben.Marsh

	EC: Add a separate line to the notification email summary with a link to edit settings, and pass the missing ec-update parameter to set the last build status.

Change 2976441 on 2016/05/12 by Ben.Marsh

	UAT: Remove log file copy on builders after UAT failure. This is done outside the EC step that originally did it now.

Change 2976456 on 2016/05/12 by Ben.Marsh

	BuildGraph: Catch exceptions thrown by child processes failing when building or running UAT commands, and return failure normally without dumping callstacks.

Change 2978440 on 2016/05/16 by Ben.Marsh

	EC: Age out entries from the "latest builds" list after a week. There's no obvious way to tell if a node has been removed, but a periodic cleanup should keep the build notifications list in check.

Change 2979446 on 2016/05/16 by Ben.Marsh

	Rename ambiguous headers which exist with the same name in different paths.

Change 2979839 on 2016/05/16 by Ben.Marsh

	UE4: Renaming HTML5 SocketSubsystem files to eliminate ambiguities.

Change 2979852 on 2016/05/16 by Ben.Marsh

	UE4: Use explicit relative paths for public headers in PortalServiceInterfaces modules which do not have unique names

Change 2980113 on 2016/05/17 by Ben.Marsh

	UE4: Fix include paths for HTML5 SocketSubsystem files.

Change 2980117 on 2016/05/17 by Ben.Marsh

	UE4: Remove reference to private PCH from Oculus common code.

Change 2980186 on 2016/05/17 by Ben.Marsh

	UAT: Add a -StopOnErrors parameter to UE4Build, which is propagated to XGE.

Change 2980879 on 2016/05/17 by Ben.Marsh

	UE4: Fixup Lightmass to use LightmassPCH.h rather than stdafx.h

Change 2981117 on 2016/05/17 by Ben.Marsh

	Portal: Use a unique name for the Portal PCH, rather than just calling it PrivatePCH.h

Change 2981839 on 2016/05/18 by Ben.Marsh

	Replace ambiguous D3D11/D3D12 includes with direct includes for the current platform.

#lockdown Nick.Penwarden

[CL 2982178 by Ben Marsh in Main branch]
2016-05-18 13:26:45 -04:00
Gil Gribb
5f4d6e257c Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Rendering @ 2943238)
#lockdown nick.penwarden

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

Change 2932679 on 2016/04/04 by Martin.Mittring

	remove hack/cvar that is not longer needed as we fixed the bug
	#rb:Bob.Tellez
	#code_review:Bob.Tellez

Change 2932681 on 2016/04/04 by Martin.Mittring

	fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files,
	added enure if non scalability setting are used in ScalabilityIni (get now ignored)
	#rb:David.Hill
	#code_review:Marcus.Wassmer, Michael.Noland

Change 2932719 on 2016/04/04 by Marcus.Wassmer

	Merge 3 band SH back to DevRendering
	#rb Daniel.Wright

Change 2932760 on 2016/04/04 by Zabir.Hoque

	Migrating high resolution cubemaps for skylight and reflection probes.

	#rb: Daniel.Wright

Change 2933121 on 2016/04/05 by Rolando.Caloca

	DR - vk - Fix free blocks not getting joined
	- Fix compile issue

Change 2933122 on 2016/04/05 by Rolando.Caloca

	DR - Do not shorten dumped shaders path

Change 2933126 on 2016/04/05 by Rolando.Caloca

	DR - vk  - Index Buffers using new resource management

Change 2933127 on 2016/04/05 by Rolando.Caloca

	DR - vk - Extract multibuffer off index buffer

Change 2933131 on 2016/04/05 by Rolando.Caloca

	DR - vk - Transition to vb's using mutlibuffer

Change 2933136 on 2016/04/05 by Rolando.Caloca

	DR - vk - Change staging buffers to use resource allocation system
	- Fix free block not getting joined
	- Remove define

Change 2933140 on 2016/04/05 by Rolando.Caloca

	DR - vk - 'static' textures now use resource mgmt
	- Release free pages back to the OS
	- Remove ensure

Change 2933152 on 2016/04/05 by Rolando.Caloca

	DR - vk - Fix aliasing granularity
	- Fix renderpass end/copy buffer ensure

Change 2933155 on 2016/04/05 by Rolando.Caloca

	DR - SCW - Fix for -directcompile to directly load file for preprocessor

Change 2933158 on 2016/04/05 by Rolando.Caloca

	DR - hlslcc - Error on Metal if trying to R & W on RWTextures
	- Fix indices on RW reads to be unsigned
	#codereview Mark.Satterthwaite, Michael.Trepka

Change 2933169 on 2016/04/05 by Rolando.Caloca

	DR - vk - Move header to public to match changes on DevMobile

Change 2933173 on 2016/04/05 by David.Hill

	Deferred decal rendering with negative scale
	#rb:Matrin.Mittring
	#jira:UE-27389

Change 2933273 on 2016/04/05 by Rolando.Caloca

	DR - vk - Fix renderdoc markers

Change 2933274 on 2016/04/05 by Rolando.Caloca

	DR - Support for -AttachDebugger

Change 2933316 on 2016/04/05 by Rolando.Caloca

	DR - vk - Compile fix whene enabling define

Change 2933334 on 2016/04/05 by Rolando.Caloca

	DR - Compile fix
	#codereview Martin.Mittring

Change 2933805 on 2016/04/05 by Brian.Karis

	Temporal AA dynamic antighosting.

	Fixed DOF

Change 2933811 on 2016/04/05 by Brian.Karis

	Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around.

Change 2933812 on 2016/04/05 by Brian.Karis

	Fixed fresnel on SSS skin.

Change 2933813 on 2016/04/05 by Brian.Karis

	Tessellation fix

Change 2933816 on 2016/04/05 by Brian.Karis

	Improved forward shading support

[CL 2943241 by Gil Gribb in Main branch]
2016-04-13 21:24:38 -04:00
Gil Gribb
a3de788c58 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

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

Change 2868708 on 2016/02/16 by Olaf.Piesche

	Only add primitives to separate translucency draw list if ST is enabled; shouldn't make any visual difference, but save some time.

Change 2868751 on 2016/02/16 by Martin.Mittring

	fixed endless driver iteration in rare case (disabled code path)

Change 2868793 on 2016/02/16 by Martin.Mittring

	added missing code for CreateShaderResourceView

Change 2868814 on 2016/02/16 by Martin.Mittring

	removed unused code, cleanup, renamed parameter to be more clean

Change 2869124 on 2016/02/16 by Martin.Mittring

	code cleanupof SkinCache, using struct avoid redundant passing of many paramters

Change 2869162 on 2016/02/16 by Martin.Mittring

	added vectex/indexbuffer SRV caching for upcoming changes

Change 2869339 on 2016/02/16 by Uriel.Doyon

	Rename r.streaming.UseAabb to r.streaming.UseNewMetrics as it nows controls old build and new build.
	Texture Streaming Build now rebuilds the streaming data per static meshes.
	Static Primitives bounds are now computed for each sections and lods.
	Scale and rotation do not increase bounds as before since they are computed on the geomtery transformed in world space.
	Fixed an issue with some debug view modes preventing the visualization in the static mesh editor
	#codereview marcus.wassmer

Change 2869431 on 2016/02/16 by Martin.Mittring

	Fix typo in original UE4 code - CreatePrimitiveUniformBufferImmediateà #2058
	GitHub pull request

Change 2869632 on 2016/02/16 by Brian.Karis

	Fixed clear coat with movable skylight. Movable skylight + reflection captures is still broken.

Change 2870545 on 2016/02/17 by Olaf.Piesche

	Fixing separate translucency in reflection captures (no post-processing case); clarifying and simplifying checks a little bit

Change 2871326 on 2016/02/17 by Daniel.Wright

	Better precomputed visibility log

Change 2871329 on 2016/02/17 by Daniel.Wright

	'r.VisualizeOccludedPrimitives 1' shows statically occluded primitives in dark red

Change 2871354 on 2016/02/17 by Daniel.Wright

	Nearest-Depth Neighbor upsampling for half res separate translucency
	* Enabled by default when r.SeparateTranslucencyScreenPercentage is 50
	* Produces full resolution silhouettes of opaque objects in front of half res translucency
	* Costs .1ms on PS4

Change 2871363 on 2016/02/17 by Daniel.Wright

	Particle cutout optimization works on SubUVMovie module as well

Change 2872099 on 2016/02/18 by Gil.Gribb

	UE4 - Improve the performance of SGameLayerManager::GetAspectRatioInset and perhaps fixed a bug.

Change 2872433 on 2016/02/18 by David.Hill

	All world position related nodes were broken in UI material.  This was noticed in Noise Node in UI material rendering black - Jira 26931

	The bug resulted from to View vs ResolvedView changes.

Change 2872844 on 2016/02/18 by Zabir.Hoque

	Ensure bDestroyOwnerAfterFade is only used when a Fade has actually be set.

Change 2873272 on 2016/02/19 by Martin.Mittring

	fixed SkinCache memory layout for tangents after recent change

Change 2873460 on 2016/02/19 by Gil.Gribb

	UAT - Add option to run commandlets with -AllowStdOutLogVerbosity

Change 2873468 on 2016/02/19 by Gil.Gribb

	remove RHI flush on texture streaming...this is a dup of a change made elsewhere

Change 2873971 on 2016/02/19 by David.Hill

	Decals not rendering in orthographic lit views

Change 2874153 on 2016/02/19 by Daniel.Wright

	Automatically downsampled separate translucency
	* Off by default, controlled with r.SeparateTranslucencyAutoDownsample
	* The separate translucency pass is timed with GPU timestamps, and downsampling is automatically enabled if the smoothed time is greater than r.SeparateTranslucencyDurationDownsampleThreshold
	* Downsampling is then disabled if the GPU time is less than r.SeparateTranslucencyDurationUpsampleThreshold
	* Downsampling state will not change more often than r.SeparateTranslucencyMinDownsampleChangeTime
	* Implemented timestamp render queries for PS4

Change 2874286 on 2016/02/19 by Daniel.Wright

	Buffer one extra frame for translucency timestamps, to make sure they never block

Change 2874990 on 2016/02/20 by Rolando.Caloca

	DR - Remove old files

Change 2875910 on 2016/02/22 by Daniel.Wright

	Enabled r.SeparateTranslucencyAutoDownsample for OrionGame

[CL 2879372 by Gil Gribb in Main branch]
2016-02-24 06:51:42 -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
Nick Penwarden
9bb3cb533a Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown ben.marsh

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

Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream

	Capsule shadows
	* Capsule shadows excel at extremely soft area shadows caused by a large light source angle, but don't support accurate self-shadowing
	* Artists can setup a physics asset containing Spheres and Sphyls (capsules) for a skeletal mesh that will be used to represent the mesh's occlusion
	* These shapes can then be used for direct shadowing (bCastCapsuleDirectShadow) on a skeletal mesh component, whose softness depends on the light source angle / radius
	* The shapes can also be used to create an indirect shadow (bCastCapsuleIndirectShadow), whose direction and softness is derived from the precomputed sky occlusion (stationary sky light) or primary indirect lighting (static sky light)
	* Capsule shadowing is computed at half res and uses tiled deferred culling for efficiency - only implemented for PC SM5 + PS4 so far
	* Shadowing of movable skylights is not yet supported

Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data

	Basepass drawlist are now merged within a single drawlist.
	Lighting policy parameters are now accessed through a uniform buffer.
	Changed the global resource initialization so that InitRHI now comes before InitDynamicRHI
	#codereview nick.penwarden

Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams

	Remove unused RHI methods:

	RHIIsDrawingViewport
	RHIGpuTimeBegin
	RHIGpuTimeEnd

	Made default/empty versions of these calls and removed stubs from RHIs that don't use them:

	RHISuspendRendering
	RHIResumeRendering
	RHIIsRenderingSuspended

Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream

	Lighting channels - each component and light can choose from 3 channels
	* Primitives output their channel mask to stencil during the base pass, the masks are copied to a texture after the base pass, deferred lighting passes compare the primitive mask against the light's mask
	* Dynamic shadow casting also respects the channels
	* Only works on opaque materials, direct lighting, dynamic lighting
	* Not implemented for tiled deferred atm
	* This will replace CastsShadowsFromCinematicObjectsOnly in the future
	#rb Martin.Mittring

Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New

	First pass at separate Async Compute Context
	#codereview Lee.Clark,Daniel.Wright
	#rb Gil.Gribb

Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering

	Removed a lot of complexity of the skeletal mesh motionblur code (better for multithreading, simpler, faster) but going from one large buffer to per mesh buffers. Upload of bones only needed once.

	* GPUSkinCache didn't even work before (in this branch)
	* tested  BasePass velocity
	* tested split screen
	* tested editor pause
	* matinee camera cut (no need, invalidates velocity)
	* tested CPU Skin?  (never has motionblur)
	* tested CreateSceneProxy (recreation is prevented in CreteSceneProxy unless bone count changes)
	* test ES2 -featureleveles2

	#rb: Rolando.Caloca

Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data

	Embree integration into Lightmass
	Can be enabled through Lightmass.ini  [DevOptions.StaticLighting]bUseEmbree.
	Also [DevOptions.StaticLighting]bVerifyEmbree will compare ray casting results.
	Only usable on Win64 with this submit.
	#review daniel.wright

Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering

	added SSAO CS version, can be enabled with

	r.AmbientOcclusion.Compute 1

	Not optimized yet
	#rb:Olaf.Piesche

Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream

	Lightmass solver quality improvements
	* IndirectLightingScale is no longer applied to photons, avoids splotchy artifacts when using small scales
	* New 'Lightmass Portal' actor / component which tells the solver where to look for significant lighting.  When lighting with a Static Skylight only, in a mostly indoor environment, setting up these portals is the only way to get high quality.
	* Skylight bounce lighting is now much more accurate and leverages adaptive sampling
	* Fixed a bug that effectively disabled adaptive sampling on high IndirectLightingQualities
	* Shadow penumbras are also improved by IndirectLightingQuality
	* Texel debugging is now a cvar 'r.TexelDebugging', instead of requiring a full recompile

Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data

	Quad Complexity ViewMode (PCD3D_SM5 only).
	Shader Complexity with Quad Overhead ViewMode (PCD3D_SM5 only). Require ShaderComplexity ViewMode & Show.Visualize.QuadOverhead
	#review brian.karis

Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering

	improved SSAO quality (less high frequency noise) to avoid TemporalAA smearing

Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S

	DevRendering - Enable removing unused outputs on PS4 shader pipelines, disable by default removing unused on D3D (toggable with r.D3DRemoveUnusedInterpolators)
	#codereview Marcus.Wassmer

Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev

	Submitting pull request from user Pierdek.
	Early out of particle collision module update if there are no active particles.

	#github
	#1614

Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering

	UE4 - Fixed the experimental r.RHICmdBalanceParallelLists 2 mode and renabled it for orion.

Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering

	UE4 - Added a path so that texture streaming can avoid flushing the RHI thread.

Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream

	Added new PrimitiveComponent setting bSingleSampleShadowFromStationaryLights
	* When enabled, shadowing of a movable component from a stationary directional light will come from the Volume Lighting Samples precomputed by Lightmass
	* This provides essentially free on/off shadow receiving on dynamic objects, with a fade over time between states
	* Lighting has to be rebuilt once for this to work
	#rb Rolando.Caloca

Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering

	UE4 - Dynamically set stream source to avoid creating a separate drawing policy for each static mesh with vertex colors.
	#rb Daniel.Wright

Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data

	Enabled Embree by default
	#review daniel.wright

==========================
ALL CHANGELISTS
==========================

Change 2720123 on 2015/10/07 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - 'integrate' Tem'
Change 2721682 on 2015/10/08 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Eliminated a fatal error '
Change 2721815 on 2015/10/08 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - Fix crash exiti'
Change 2724755 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering -  D3D12 Fix Tier'
Change 2724781 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix offse'
Change 2728317 on 2015/10/14 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - hlslcc - Fix fo'
Change 2729170 on 2015/10/14 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Force Lightmass volume sample g'
Change 2732131 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed resource transition issue'
Change 2732218 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code cleanup '
Change 2733533 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Clear stencil to 0 after decals'
Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Capsule shadows * Capsule shado'
Change 2733546 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Light shaft targets are only al'
Change 2733602 on 2015/10/19 by Uriel.Doyon@uriel.doyon_office_data 'Decals not writing to Normal ca'
Change 2733627 on 2015/10/19 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix for transition ensure. '
Change 2735292 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for dark lightmap precision'
Change 2735298 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for speedtree LOD transitio'
Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data 'Basepass drawlist are now merge'
Change 2737214 on 2015/10/21 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Expanded a warning when importi'
Change 2738581 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Updated comment on stencil usag'
Change 2738583 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Changed bound but not set scene'
Change 2738584 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed skylight occlusion maps b'
Change 2738589 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmap streaming fixes * Chan'
Change 2738593 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fix from licensee for race cond'
Change 2738982 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Activating CanTickOnAnyThread f'
Change 2739032 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Fixing compiler barf with Clang'
Change 2741517 on 2015/10/26 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRindering - D3D12 - Integrat'
Change 2743790 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed texel debugging on static'
Change 2743958 on 2015/10/27 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comments '
Change 2744153 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Unity compile fix '
Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams 'Remove unused RHI methods:  RHI'
Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lighting channels - each compon'
Change 2746242 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix crashes on init by swapping'
Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'First pass at separate Async Co'
Change 2746296 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Buffer label frees so we don't '
Change 2746297 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'updated comment '
Change 2746343 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment '
Change 2746347 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment '
Change 2746811 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Draw event for compute commandl'
Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Removed a lot of complexity of '
Change 2747127 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Improved game console printout '
Change 2747702 on 2015/10/30 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Bumped Lightmass StaticMesh imp'
Change 2747954 on 2015/10/30 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix SubmitDone not called TRC e'
Change 2747979 on 2015/10/30 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'polish console autocomplete tex'
Change 2750719 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Add Embree 2.7.0 for Win64 and '
Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Embree integration into Lightma'
Change 2750872 on 2015/11/02 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R'
Change 2751934 on 2015/11/03 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Disambiguate template function '
Change 2752190 on 2015/11/03 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed assert relating to '
Change 2752333 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Shader pipeline '
Change 2752655 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - Fix Materials pa'
Change 2752710 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment '
Change 2752711 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added better comment/help text '
Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added SSAO CS version, can be e'
Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmass solver quality improv'
Change 2752869 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Add shader pipel'
Change 2752882 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - hlslcc - Metal -'
Change 2752899 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'small SSAO GPU optimization mov'
Change 2752934 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor GPU optimization for SSAO'
Change 2753109 on 2015/11/03 by Uriel.Doyon@uriel.doyon_office_data 'Fixed final build '
Change 2753669 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed SM4 compiling '
Change 2754002 on 2015/11/04 by Nick.Penwarden@nickp_streams 'test change '
Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data 'Quad Complexity ViewMode (PCD3D'
Change 2754115 on 2015/11/04 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed end of frame update'
Change 2754297 on 2015/11/04 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'PS4 compile fixes #codereview U'
Change 2754405 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor SSAO ALU optimizations fi'
Change 2754512 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'adjusted clamp for cvar '
Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'improved SSAO quality (less hig'
Change 2755572 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - PS4 warning fix '
Change 2755667 on 2015/11/05 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed UE-22742, leak in t'
Change 2755722 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Remove unused co'
Change 2755814 on 2015/11/05 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R'
Change 2755935 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Rebuild static m'
Change 2756003 on 2015/11/05 by Uriel.Doyon@uriel.doyon_office_data 'Reduce the number of precompute'
Change 2756145 on 2015/11/05 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Temp fix for GPU crash #rb none'
Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Enable removing '
Change 2756435 on 2015/11/05 by Olaf.Piesche@Olaf.Piesche_roaming 'Disabling a check, to fix OR-85'
Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev 'Submitting pull request from us'
Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed the experimental r.'
Change 2757341 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Changed the RHI thread di'
Change 2757342 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed lazy uniform buffer'
Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Added a path so that text'
Change 2757500 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Add FrameSync to externalprofil'
Change 2757650 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'GBuffer should only be consider'
Change 2757665 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'UE-22816 Instruction count is n'
Change 2757834 on 2015/11/06 by Michael.Trepka@Michael.Trepka_a4202_Dev-Rendering 'Embree integration into Lightma'
Change 2757930 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix UT ensure #rb Peter.Knepley'
Change 2757931 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix Ocean ensure #rb josh.ander'
Change 2757946 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Removed invalid Lightmass asser'
Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Added new PrimitiveComponent se'
Change 2758049 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'OR-8600 CRASH: AllocationLeveli'
Change 2758059 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'r.DumpTransitionsForResource #r'
Change 2758082 on 2015/11/06 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix resource tra'
Change 2758879 on 2015/11/09 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix PSSL names f'
Change 2758911 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed accidental force di'
Change 2758968 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled single frame buffer us'
Change 2758991 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix togglerhithread crash #rb G'
Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Dynamically set stream so'
Change 2759063 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed UE-22368 CLONE - GitHub 1'
Change 2759073 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code quality improvements'
Change 2759501 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix particle ensure. '
Change 2759522 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix decals using CustomStencil.'
Change 2759610 on 2015/11/09 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed line light source shadows'
Change 2759634 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Refined GBufferA resolving when'
Change 2759657 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Fixed ResourceTransition with r'
Change 2759693 on 2015/11/09 by Rolando.Caloca@Rolando.Caloca_T4688_S 'DevRendering - Fixed global sha'
Change 2759771 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Fixed editor hit proxy renderin'
Change 2760188 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled some more deferred dec'
Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data 'Enabled Embree by default #revi'

[CL 2761339 by Nick Penwarden in Main branch]
2015-11-10 17:11:09 -05:00
Daniel Wright
c1e07200a0 Volume lighting samples are no longer placed inside geometry
Volume lighting sample computation is now multithreaded in Lightmass so it can't bottleneck the lighting build

[CL 2615814 by Daniel Wright in Main branch]
2015-07-09 17:00:33 -04:00
Daniel Wright
0a2357f472 Added PrecomputedAOMask material node - allows procedural texturing using Ambient Occlusion computed by Lightmass
* bGenerateAmbientOcclusionMaterialMask must be enabled in WorldSettings for the mask to be produced by a lighting build.  The mask is stored in a BC4 texure which adds half a byte per lightmap texel.

[CL 2608090 by Daniel Wright in Main branch]
2015-07-01 15:54:45 -04:00
Daniel Wright
e0a92fca80 Area shadowing for precomputed shadows from stationary lights
* New light Lightmass setting 'bUseAreaShadowsForStationaryLight'
* Removed 'DistanceFieldPenumbraSize' project setting, uniform penumbra size comes from each light's LightSourceAngle or SourceRadius using a heuristic now

[CL 2590302 by Daniel Wright in Main branch]
2015-06-17 12:22:02 -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
Matthew Griffin
f1c4513760 Renaming FVector ClampSize and SafeNormal functions for clarity
Used DEPRECATED Macro to keep old names around in case I've missed anything

[CL 2370785 by Matthew Griffin in Main branch]
2014-11-26 10:01:12 -05:00
Daniel Wright
fc5f3c10f6 New Rendering project setting 'bUseNormalMapsForStaticLighting'
* Disabled by default as it causes artifacts with detailed normal maps (when normal map features approach lightmap or material export resolution, some details get filtered out while others survive)

[CL 2291592 by Daniel Wright in Main branch]
2014-09-09 18:25:56 -04:00
Lina Halper
e513ea2300 Named FMatrix/FTransform unsafe Inverse to InverseFast, and InverseSafe,InverseSlow to Inverse as people often use Inverse as default function.
- Inverse was one of the main reasons of crashes via lots of functions. Seems making default Inverse to be safer version seems better.

[CL 2255081 by Lina Halper in Main branch]
2014-08-13 15:29:41 -04:00
Daniel Wright
89bd266f25 Clamped static shadow depth map resolution on spotlights to be reasonable
* Allows building lighting in Infiltrator again which was generating a 23k x 23k shadowmap from a huge spotlight

[CL 2126742 by Daniel Wright in Main branch]
2014-07-02 21:15:35 -04:00
Brian Karis
05ad72683a Added tube light support to lightmass.
Includes pull request 142.

[CL 2123775 by Brian Karis in Main branch]
2014-07-01 15:46:05 -04:00
Daniel Wright
d0df86000a Static shadowing for translucency
* Each Stationary light gets a static shadow depth map generated by Lightmass, which is then used to shadow during translucent lighting volume injection

[CL 2118133 by Daniel Wright in Main branch]
2014-06-26 12:42:04 -04:00
Max Preussner
3aece47882 Docs: Removed file comments and added missing code documentation
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.

Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks

[CL 2104067 by Max Preussner in Main branch]
2014-06-12 23:22:18 -04:00
Daniel Wright
3599e49972 Static and Stationary sky lights now have one bounce of diffuse GI computed by Lightmass. This is done by caching a low quality version of the sky lighting on surfaces for the final gather samples to pick up, just like is done for normal direct lighting, although a lot more shadow rays are needed for sky lighting.
[CL 2097324 by Daniel Wright in Main branch]
2014-06-06 14:19:46 -04:00
Mikolaj Sieluzycki
61f04f9580 Fix for build break caused by CL#2070165.
[CL 2070228 by Mikolaj Sieluzycki in Main branch]
2014-05-12 08:42:01 -04:00