Commit Graph

19 Commits

Author SHA1 Message Date
Justin Marcus
a6267fe237 Merging using //Fortnite/Dev-EngineMerge-To-//UE4/Main
Manual merge of CL 4940744 because robomerge had issues.

Original Description:

Merging //Fortnite/Dev-Kairos to Main (//Fortnite/Main)

Getting ready for Install Bundle Manager merge to main.  These are Engine/Core fixes


4440445
Fix FBuildPatchInstaller::Initialize() failing for manifests that did not include the empty tag.

#jira no jira
#rb Leigh.Swift


4474598
Add Android Macros to disable optimization
Fix Android directory iteration for OBBs.  FindFilesRecursive() now works.
#jira UEATM-177
#rb Chris.Babcock

4487221
Android file - When mounting an OBB, fix possibly mounting directories as files.
#rb Chris.Babcock

4511214
Fix Android directory iteration not returning the visitor result.  This would cause IPlatformFile::FindFilesRecursively() to prematurely end iteration.
#rb Chris.Babcock

4670945
Fix GetVarArgs format specifier off by 1 error.  These would only show up if you had the format specifier at the end of the format string and only with 'l' and not 'll'.  In that case the code would walk off the end of the format string, usually into another static string.

Fix GetVarArgs to never walk off the end of the format string.

#rb [at]ben.ziegler

4746778
Fix FShaderCodeEntry ref counts being off by one.
This bug was exposed because [Project Name Redacted] doesn't load shaderlibs or the PSO cache until well after engine init.  That means some FShaderResource's are loaded before shader libs or PSO cache and FShaderCodeLibrary::RequestShaderCode() can fail in FShaderResource::SerializeShaderCode().

#rb [at]Gil.Gribb [at]Chris.Babcock

[CL 4948018 by Justin Marcus in Main branch]
2019-02-08 11:00:43 -05:00
anthony bills
40cdfec4ea Add support for enabling/disabling kepping shader debug info per platform.
- This can be overriden per platform in the [ShaderCompiler] section of the platform's Engine.ini by adding "r.Shaders.KeepDebugInfo"
- Also add in support for exporting the debug info on platforms where it can be stripped and stored as separate files ("r.Shaders.ExportDebugInfo") and this is also per platform.
- Add "r.Shaders.ExportDebugInfoMode" to control how the exported files are stored, 0 for loose or 1 for an uncompressed archive.

#rb david.harvey
[FYI] luke.thatcher


#ROBOMERGE-SOURCE: CL 4867756 via CL 4871614

[CL 4875479 by anthony bills in Main branch]
2019-02-01 21:07:48 -05:00
Chris Bunner
c77f129b29 Resolving Robomerge conflict from shelf 4866583.
#rb Robomerge

[CL 4867298 by Chris Bunner in Main branch]
2019-02-01 10:50:36 -05:00
anthony bills
ebf1480bce Pass down the shader format FName to IShaderFormat::NotifyShaderCooked
- Some platforms have multiple sub formats per IShaderFormat

#rb david.harvey
[FYI] luke.thatcher


#ROBOMERGE-SOURCE: CL 4859289 via CL 4863633

[CL 4864171 by anthony bills in Main branch]
2019-02-01 07:49:52 -05:00
Marcus Wassmer
68f340a63c Merging //UE4/Dev-Main@4825910 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
KNOWN BROKEN DO NOT SYNC
#lockdown rolando.caloca

[CL 4827063 by Marcus Wassmer in Dev-Rendering branch]
2019-01-28 21:04:21 -05:00
Mark Satterthwaite
8ba414e181 Add an option "Force 32bit Floating Point Precision" to the iOS project settings to have the shader compiler promote all half-float operations to FP32 as some projects on iOS encounter rendering issues when fragment shader calculations run into half-float precision limits.
#jira UE-68654
#rb none
#lockdown marcus.wassmer

[CL 4804101 by Mark Satterthwaite in Dev-Rendering branch]
2019-01-24 15:59:40 -05:00
Rolando Caloca
732810a13b DR - Copying //UE4/Dev-Main@4785067 to //UE4-DevRendering
#rb none
#rnx
#lockdown Marcus.Wassmer

[CL 4790611 by Rolando Caloca in Dev-Rendering branch]
2019-01-23 17:01:56 -05:00
Daniel Wright
325622b6e5 Fixed FShaderParameterInfo sizes being too small
#rb none

[CL 4746827 by Daniel Wright in Dev-Rendering branch]
2019-01-17 16:27:03 -05:00
Juan Canada
b6086c1618 Fixed crash on startup CreateShadersOnLoad is enabled
#rb arne.schober
#fyi yuriy.odonnell

[CL 4695822 by Juan Canada in Dev-Rendering branch]
2019-01-09 16:45:18 -05:00
Yuriy ODonnell
570d48c0fd Fixed crash on startup when using r.CreateShadersOnLoad=1 and D3D11
GRHISupportsRayTracing is now checked before attempting to create a ray tracing shader.

#rb yujiang.wang

[CL 4695562 by Yuriy ODonnell in Dev-Rendering branch]
2019-01-09 16:14:12 -05:00
Marcus Wassmer
cbfcbbb93b Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
Should be just copyright updates

[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00
Juan Canada
581bdb83b1 Fixed blocker UE-67751. VS2015 did not like converting from initializer list.
#rb none
#fyi arne.schober

[CL 4671850 by Juan Canada in Dev-Rendering branch]
2018-12-20 11:34:12 -05:00
Marcus Wassmer
4cc088f35c Copying //UE4/Dev-Rendering-HLR@4669539 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
#lockdown rolando.caloca

[CL 4669551 by Marcus Wassmer in Dev-Rendering branch]
2018-12-18 21:41:17 -05:00
Marcus Wassmer
b5d7db3689 Copying //UE4/Dev-Rendering-HLR@4650617 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none

[CL 4651635 by Marcus Wassmer in Dev-Rendering branch]
2018-12-11 22:25:04 -05:00
Rolando Caloca
51bdcbdfe9 DR - Copy from 4629036
Static analysis fix
#rb none
#rnx

[CL 4631853 by Rolando Caloca in Dev-Rendering branch]
2018-12-05 09:09:35 -05:00
Guillaume Abadie
41e0e07760 Cherry-pick 4514566: Converts FDirectionalLightOcclusionRG to render graph and shader parameter struct API.
This notably implements SHADER_USE_ROOT_PARAMETER_STRUCT(), that is able to generate a cbuffer
for the shader's FParameters struct automatically, without requiring passing through a global shader parameter struct.

#rb yuriy.odonnell, patrick.kelly

[CL 4588603 by Guillaume Abadie in Dev-Rendering branch]
2018-11-21 18:45:02 -05:00
Ben Ingram
bc4fab728a #jira UE-64695
When generating shader map key, need to fallback to forward shading cvar in the case where shader platform doesn't match any target platforms
This matches an exisiting fix in ShaderCompiler.cpp, when deciding to append the 'FORWARD_SHADING' macro
#rb marcus.wassmer

[CL 4573442 by Ben Ingram in Dev-Rendering branch]
2018-11-16 14:59:04 -05:00
Marcus Wassmer
437b881302 Merging //UE4/Dev-Main@4547706 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none

[CL 4549073 by Marcus Wassmer in Dev-Rendering branch]
2018-11-07 15:32:18 -05:00
Guillaume Abadie
c72b7a33d8 Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.

Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.

Names of the graph managed resources are not final.

#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer

[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00