Commit Graph

70 Commits

Author SHA1 Message Date
Rolando Caloca
5b82f15def Copying //UE4/Dev-RenderPlat-Staging@11388153 to //UE4/Main
#rb none
#rnx

[CL 11388545 by Rolando Caloca in Main branch]
2020-02-12 13:27:19 -05:00
marc audy
782875ebed Prevent OGL early fragment tests being enabled when discard instruction is used.
Fixes black outlines around masked materials.
#rnx
#rb none
[FYI] Dmitriy.Dyomin


#ROBOMERGE-OWNER: marc.audy
#ROBOMERGE-AUTHOR: allan.bentham
#ROBOMERGE-SOURCE: CL 11116350 via CL 11116352 via CL 11116355
#ROBOMERGE-BOT: (v640-11091645)

[CL 11117627 by marc audy in Main branch]
2020-01-27 14:14:23 -05:00
Rolando Caloca
bbb9564388 Copying //UE4/Dev-RenderPlat-Staging@11110326 to //UE4/Main
#rb none
#rnx

[CL 11110369 by Rolando Caloca in Main branch]
2020-01-24 18:07:01 -05:00
allan bentham
8f9f37f83b Bump GL shader format.
Speculative fix for FORT-252973
#rnx
#rb none
[FYI] Dmitriy.Dyomin


#ROBOMERGE-SOURCE: CL 11105865 via CL 11105871 via CL 11105884
#ROBOMERGE-BOT: (v640-11091645)

[CL 11105888 by allan bentham in Main branch]
2020-01-24 11:28:15 -05:00
allan bentham
947198d80b Fix for overflowing framebuffer fetch on mali GPUs when MSAA is enabled.
#rnx
#rb none
[FYI] Jack.Porter, Dmitriy.Dyomin


#ROBOMERGE-SOURCE: CL 11041687 via CL 11041691 via CL 11041694
#ROBOMERGE-BOT: (v635-11031815)

[CL 11041698 by allan bentham in Main branch]
2020-01-17 06:10:06 -05:00
ryan durand
471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00
florin pascu
a30655f8b4 Re-enable niagara gpucompute on Mobile
Incrementing ShaderGlslVersion to avoid compile errors


#ushell-cherrypick of 10480027 by Florin.Pascu
#rb Dmitriy.Dyomin, Jack.Porte, Allan Bentham


#ROBOMERGE-OWNER: florin.pascu
#ROBOMERGE-AUTHOR: florin.pascu
#ROBOMERGE-SOURCE: CL 10505362 via CL 10505365 via CL 10505439
#ROBOMERGE-BOT: (v606-10482310)

[CL 10505450 by florin pascu in Main branch]
2019-12-04 04:41:27 -05:00
thomas ross
0938640fdb Incrementing Shader Version Num after previous backout to avoid DDC errors.
#tests none
[FYI] Florin.Pascu
#rb Chris.Babcock


#ROBOMERGE-SOURCE: CL 10363672 via CL 10366003 via CL 10366018
#ROBOMERGE-BOT: (v594-10333955)

[CL 10366032 by thomas ross in Main branch]
2019-11-21 21:32:45 -05:00
thomas ross
9810e34230 Backing out CL 9955175 as it broke OpenGL texture rendering on Android
#rb Chris.Babcock
[CODEREVIEW] [at]Florin.Pascu,[at]Dmitriy.Dyomin, [at]Jack.Porter
#tests Android Client in openGL and Vulkan on S10+
#preflight https://ec-01.epicgames.net/commander/link/jobDetails/jobs/9754303?


#ROBOMERGE-OWNER: thomas.ross
#ROBOMERGE-AUTHOR: thomas.ross
#ROBOMERGE-SOURCE: CL 10332513 via CL 10333274 via CL 10333320
#ROBOMERGE-BOT: (v594-10333955)

[CL 10339731 by thomas ross in Main branch]
2019-11-21 13:10:43 -05:00
Florin Pascu
3181f62fe0 Niagara GPUSim Ios/Android
glGenVertexArrays, glBindVertexArray, glMapBufferRange, glCopyBufferSubData, glDrawArraysIndirect, glDrawElementsIndirect added
One VAO bound per context now(different from Default VAO - indirect ES requirement)

#jira UE-80051
#rb Dmitriy.Dyomin, Jack.Porter


#ROBOMERGE-OWNER: Florin.Pascu
#ROBOMERGE-AUTHOR: florin.pascu
#ROBOMERGE-SOURCE: CL 9955175 via CL 9955182
#ROBOMERGE-BOT: (v558-9892490)

[CL 9955764 by Florin Pascu in Main branch]
2019-11-01 10:02:01 -04:00
Florin Pascu
d6981a7801 Texture buffer-> 2D Texture for GPU Scene Mobile device
This was done because of MALI GPU limitation of 64kb texture buffer

- Changed default Precision of compute shaders to highp
- Added Texture Buffer GPU Support mobile
- Texture path controlled by GPUSceneUseTexture2D(requires recompile of shaders)

#rb Dmitriy.Dyomin, zach.bethel
#jira UE-79954


#ROBOMERGE-OWNER: Florin.Pascu
#ROBOMERGE-AUTHOR: florin.pascu
#ROBOMERGE-SOURCE: CL 9742164 via CL 9742165
#ROBOMERGE-BOT: (v542-9736015)

[CL 9745770 by Florin Pascu in Main branch]
2019-10-22 11:07:33 -04:00
Marcus Wassmer
6517c68ef5 Copying //UE4/Dev-RenderPlat-Staging@8684824 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 8684840 by Marcus Wassmer in Main branch]
2019-09-14 09:45:25 -04:00
lukas hermanns
c0319c48c7 Fixed cross-compilation of patch constant data for GLSL backend on AMD GPUs.
#rb Rolando.Caloca
#jira UE-77873
#lockdown Nick.Penwarden

#ROBOMERGE-SOURCE: CL 8233883 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v401-8057353)

[CL 8233887 by lukas hermanns in Main branch]
2019-08-23 16:12:53 -04:00
dmitriy dyomin
a057ce7394 Support auto-instancing on mobile ES3.1 feature level (Metal, OpenGL ES3.1, Vulkan)
Disabled by default, can be enabled with r.Mobile.SupportGPUScene=1
#jira UE-71355
#rb rolando.caloca, zach.bethel
[FYI] rolando.caloca, zach.bethel


#ROBOMERGE-SOURCE: CL 6617026 via CL 6617089
#ROBOMERGE-BOT: (v358-6608238)

[CL 6617118 by dmitriy dyomin in Main branch]
2019-05-23 00:36:32 -04:00
jack porter
a0eddf9ebb Fix for ES31 shaders attempting to use framebuffer fetch in the vertex shader, causing a crash on Android
#rb Allan.Bentham
[REVIEW] Jack.Porter


#ROBOMERGE-OWNER: jack.porter
#ROBOMERGE-AUTHOR: jack.porter
#ROBOMERGE-SOURCE: CL 5765453 via CL 5765478 via CL 5765483 via CL 5768240 via CL 5770046

[CL 5770047 by jack porter in Main branch]
2019-04-05 19:49:33 -04:00
allan bentham
f493ceffe4 Renable HLSLCC_GroupFlattenedUniformBuffers for android GLES shaders.
#rb none
[FYI] Rolando.Caloca, Dmitriy.Dyomin


#ROBOMERGE-SOURCE: CL 5493548 via CL 5493549 via CL 5494682

[CL 5494718 by allan bentham in Main branch]
2019-03-21 14:30:39 -04:00
rolando caloca
8a3bbdff91 UE4.22 - Fix invalid RWBuffer translation on OpenGL
#rb none
#jira UE-71397
#rnx

#ROBOMERGE-SOURCE: CL 5399467 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 5399510 by rolando caloca in Main branch]
2019-03-14 14:17:07 -04:00
Rolando Caloca
1e8145dc6d DR - Workaround GL generating bad packed uniforms when OpenGL.EmulatedUBs = 1
#rb none
#rnx
#lockdown Marcus.Wassmer

[CL 4824387 by Rolando Caloca in Dev-Rendering branch]
2019-01-28 14:57:30 -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
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
dmitriy dyomin
5c7a8d9d7f Fixed: Projects packaged with ES3.1 crash on the Sheild Tablet#
#jira UE-64318
#rb none

#ROBOMERGE-SOURCE: CL 4457680 in //UE4/Release-4.21/...
#ROBOMERGE-BOT: RELEASE (Release-4.21 -> Release-Staging-4.21)

[CL 4457681 by dmitriy dyomin in Staging-4.21 branch]
2018-10-12 00:57:39 -04:00
Marc Audy
af90b7bcd4 Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main) @ 4395008
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4395058 by Marc Audy in Main branch]
2018-09-25 10:11:35 -04:00
Rolando Caloca
e3ec1a0d94 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666)
#lockdown Nick.Penwarden

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

Change 4073167 by Krzysztof.Narkowicz

	Added subsurface profile for eye shading model.
	#jira none

Change 4073422 by Krzysztof.Narkowicz

	Added dual specular for subsurface profile shading model.
	#jira none

Change 4075278 by Krzysztof.Narkowicz

	Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail.
	#jira none

Change 4084231 by Krzysztof.Narkowicz

	Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features.
	#jira none

Change 4092798 by Matt.Collins

	Some HDR refactoring.

	Previously the DisplayOutput and ColorGamut were only set in GameUserSettings.
	I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants.

Change 4096954 by Chris.Bunner

	Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code.

Change 4111285 by Brian.Karis

	Eye shading update.
	Added Iris normal (disabled). Removed wrap. Fixed contact shadows.

Change 4155261 by Krzysztof.Narkowicz

	Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution.

	#jira none

Change 4167644 by Krzysztof.Narkowicz

	Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files.

Change 4183727 by Yuriy.ODonnell

	Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available).

	Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner.
	This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements.

	Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush.
	Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals.

	Added support for DBuffer decals with emissive component.

	Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals.

Change 4197684 by laz.matech

	Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair).

	#jira none

Change 4225614 by Rolando.Caloca

	DR - Enable depth collision particles on Vulkan mobile

Change 4235489 by Uriel.Doyon

	Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights.

	#jira UE-59525

Change 4260154 by Mark.Satterthwaite

	Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker.

Change 4270594 by Brian.Karis

	Fix for textured rect light L pointing away from plane due to approximate diffuse integration.

Change 4273361 by Daniel.Wright

	Particle Cutouts with 8 verts now always use stochastic approach.  Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop.

Change 4309174 by Mark.Satterthwaite

	Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used.

Change 4310121 by Matt.Collins

	Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing.

	#jira none

Change 4312960 by Daniel.Wright

	Fix from Stephen Hill for incorrect light grid culling near the near plane

Change 4314169 by Richard.Wallis

	FShaderCache and associated public structures are now marked as deprecated.  All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic.

	#jira none

Change 4320760 by Arne.Schober

	DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run).
	#jira UE-60992

Change 4334607 by Uriel.Doyon

	Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails).
	Now settings a light Intesity to default resets the brightness to the archetype brightness.
	This handles correctly cases where the intensity units differs between the two objects.
	Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness
	(by recomputing the Intensity).

	#jira UE-61401

Change 4336188 by Rolando.Caloca

	DR - Added -ReduceThreadUsage so programs can use less threads (for SCW )

Change 4337967 by Rolando.Caloca

	DR - Remove unused RHISupportsShaderCompression function

#rb none

[CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
robomerge
e0c6177165 Fixed: Some particles in ActionRPG are displayed as planes of various colors on some Android devices
#jira UE-61238
#rb none

#ROBOMERGE-SOURCE: CL 4179875 in //UE4/Release-4.20/...
#ROBOMERGE-BOT: TEST (Release-4.20 -> Release-Staging-4.20)
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-OWNER: james.hopkin

[CL 4195405 by robomerge in Staging-4.20 branch]
2018-07-09 04:46:50 -04:00
yuriy odonnell
c640f9705a Fixed render target output index assignment for translated GLSL shaders
#jira UE-59551
#jira UE-59334
#rb Mark.Satterthwaite, Rolando.Calcoa

#ROBOMERGE-SOURCE: CL 4129990 in //UE4/Release-4.20/...
#ROBOMERGE-BOT: RELEASE (Release-4.20 -> Release-Staging-4.20)
#ROBOMERGE-AUTHOR: yuriy.odonnell

[CL 4129992 by yuriy odonnell in Staging-4.20 branch]
2018-06-14 10:57:31 -04:00