Commit Graph

126 Commits

Author SHA1 Message Date
dmytro ivanov
1f41b6f103 - Fixing broken reuse of existing downloads
- Added ability to retry stale background downloads when we're in foreground on iOS
- Fixing race condition on background file hash helper invoked from different threads
#rb adam.kinge

[CL 34453579 by dmytro ivanov in ue5-main branch]
2024-06-18 06:18:33 -04:00
florin pascu
375342feb7 Change delimiter for Preview DP and FriendlyNames from '|' to ':" to avoid options being skipped
#rb Josh.Adams

[CL 34157333 by florin pascu in ue5-main branch]
2024-06-06 10:47:29 -04:00
dmytro ivanov
ad5484618e Adding CDN re-ordering to potentially improve chances of reply at the first try
#rb adam.kinge, Rafa.Lecina

[CL 34008870 by dmytro ivanov in ue5-main branch]
2024-05-30 14:39:16 -04:00
dmytro ivanov
14cbd07409 Refactored iOS background downloading stack
#rb Rafa.Lecina, adam.kinge

[CL 33924604 by dmytro ivanov in ue5-main branch]
2024-05-27 11:24:02 -04:00
florin pascu
86b6fa9de7 Fix Preview Platform FriendlyName overrides
#rb Josh.Adams

[CL 33829515 by florin pascu in ue5-main branch]
2024-05-22 10:44:34 -04:00
florin pascu
756fbb9483 Set r.Forward.LightGridSizeZ = 8, r.Forward.MaxCulledLightsPerCell = 8 for iOS
#rb Peter.Sauerbrei

[CL 33686430 by florin pascu in ue5-main branch]
2024-05-16 10:04:34 -04:00
dmitriy dyomin
5ce181f6d5 Remove landscape.SupportGPUCulling=1 from platform ini files, since feature is enabled by default
[CL 33101775 by dmitriy dyomin in ue5-main branch]
2024-04-19 09:58:00 -04:00
dmitriy dyomin
9c71c0b28c Change r.NeverOcclusionTestDistance from 2000 to 200 for a base engine IOS and Android, so it works for most types of content
[CL 32817018 by dmitriy dyomin in ue5-main branch]
2024-04-08 22:18:27 -04:00
laura hermanns
29a6c72678 [Shaders] Move macro SUPPORTS_INDEPENDENT_SAMPLERS to DDSPI configuration.
While the mobile team wants to keep independent samples disbaled for PCD3D_ES3_1, it makes sense to move this as a platform dependent feature into the DDSPI configuration.

#rb brian.white, christopher.waters, Yuriy.ODonnell
[FYI] Dmitriy.Dyomin, Carl.Lloyd
#rnx

[CL 31764896 by laura hermanns in ue5-main branch]
2024-02-23 11:10:12 -05:00
josh adams
67d747d50a - Moved all versions from *SDK.Versions.cs files to *_SDK.json files
- Some static variables made it tricky, so added some support to make it simpler on users of the static variables
#rb David.Harvey

[CL 31431441 by josh adams in ue5-main branch]
2024-02-13 11:51:53 -05:00
henry falconer
795715c9a5 Disable hair binding on mobile, as it fails an assert due to a missing SRV on the target mesh
#rb Charles.deRousiers

#changelist validated
#virtualized

[CL 31216162 by henry falconer in ue5-main branch]
2024-02-06 11:12:53 -05:00
calvin zheng
ac687a36a3 Move settings from iOSEngine.ini to BaseiOSEngine.ini, also correcting a mistake from a previous CL
#jira UE-203418
#rb adam.kinge, Josh.Adams

[CL 31019874 by calvin zheng in ue5-main branch]
2024-01-30 15:58:57 -05:00
charles derousiers
93f874d6d0 Add hair cards/meshes binding & deformation support for mobile renderer.
#rb charles.derousiers
[FYI] florin.pascu, henry.falconer, per.karefelt

#ushell-cherrypick of 30955220 by Charles.deRousiers

[CL 30955660 by charles derousiers in ue5-main branch]
2024-01-27 11:28:27 -05:00
david harvey
e7eb81afcd Fixup unacceptable words
```
[MemoryMappedFiles]
MasterEnable=true
...change to...
Enable=true
```


#jira UE-202339

#rb Jack.Porter

[CL 30315565 by david harvey in ue5-main branch]
2023-12-14 03:50:39 -05:00
josh adams
681967e680 - Fixed the iPad name to not need quote for inches
#rb adam.kinge
#jira UE-200576

[CL 29782933 by josh adams in ue5-main branch]
2023-11-16 12:56:08 -05:00
adam kinge
cac003bedc Fix unquoted string in iOS DeviceProfile
#jira UE-200576
#rnx

[CL 29777836 by adam kinge in ue5-main branch]
2023-11-16 10:35:44 -05:00
josh adams
9dba14d6cc - Allow for arbitrary number of PreviewPlatforms differing only by DeviceProfile
- Can specify multiple DPs and FriendlyNames now in the PreviewPlaform sections of a DDPI.ini file (separated by comma)
- Use the FriendlyName from the DDPI.ini directly in the platform preview menus, instead of counting on the friendly name of a ShaderPlatform
- IOS DDPI.ini as an example, with 3 DPs, generic IOS (what we had before), iPhone6S and iPadPro6
#rb michael.wanderson

[CL 29753922 by josh adams in ue5-main branch]
2023-11-15 13:58:07 -05:00
tuo chen
d15933ed78 Add mobile lens flare pass
#rb Dmitriy.Dyomin
#jira UE-199859
#fyi Jack.Porter

[CL 29590352 by tuo chen in ue5-main branch]
2023-11-09 01:49:15 -05:00
tiago costa
354a46216d Disable r.ContactShadows on mobile platforms by default.
#rb Florin.Pascu

[CL 28279808 by tiago costa in ue5-main branch]
2023-09-27 13:12:32 -04:00
charles derousiers
9707f945c6 Set closure count to 1 by default on all low end platforms.
#rb none
[FYI] sebastien.hillaire

[CL 27965924 by charles derousiers in ue5-main branch]
2023-09-18 13:42:05 -04:00
charles derousiers
a203fd7037 Make Glint/SpecularLUT/SheenQuality be set per platform.
#rb none
[FYI] sebastien.hillaire

[CL 27947302 by charles derousiers in ue5-main branch]
2023-09-16 22:04:52 -04:00
adam kinge
43d42d6d2b Required Metal changes to support iOS Simulator.
- add a new shader platform (SP_METAL_SIM) to support iOS Simulator specific compilation requirements
- update iOS sim #define WITH_SIMULATOR to WITH_IOS_SIMULATOR

#jira UE-168571
#rb carl.lloyd

[CL 26850475 by adam kinge in ue5-main branch]
2023-08-04 12:28:20 -04:00
carl lloyd
cb320ed6b4 Fixed bug where arrays were flattened when not using SM6, also marked SM6 as experimental
Enabled distance fields for the desktop renderer on iOS

#jira UE-190249

[CL 26436063 by carl lloyd in ue5-main branch]
2023-07-18 12:01:11 -04:00
marc audy
1b8e7f29c4 Rework GPUScene support on mobile platforms.
Platforms that do support uniform buffer objects can now provide batched primitive data through UBO. There is a limit UBO range that can be accessed in shaders, so we group instances into batches that fit into this limit. Switch uses 64KB views, other platfroms16KB views. For each primitive we allocate 512Bytes and 256Bytes for instance. Mobile platforms that do not support UBO will use a desktop version of GPUScene.
There are a few things that still missing: Dynamic mesh passes,  static lighting
#rb ola.olsson, benjamin.rouveyrol

[CL 26354848 by marc audy in ue5-main branch]
2023-06-30 16:34:38 -04:00
yuriy odonnell
b67c4cb749 Add bSupportsVertexShaderSRVs to DataDrivenShaderPlatformInfo which drives PLATFORM_SUPPORTS_VERTEX_SHADER_SRVS shader
* This should be used to guard any features that require explicitly accessing buffer or textures SRVs in vertex shaders

#rb Dmitriy.Dyomin
#rb Kenzo.Terelst

[CL 26207274 by yuriy odonnell in ue5-main branch]
2023-06-23 05:56:06 -04:00