#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]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3774677 by Arne.Schober
DR - Deprecated SetLocal from the RHICmdlist
Fixed some unnecessary PSO collisions.
Change 3809579 by Chris.Bunner
Back out changelist 3774677.
#jira UE-53483
Change 3810363 by Mark.Satterthwaite
More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible.
This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere.
Change 3810407 by Marcus.Wassmer
PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster)
Change 3810676 by Guillaume.Abadie
Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size.
Change 3810696 by Guillaume.Abadie
Adds support for #include "../MyFile.ush" in the shader compiler.
Change 3810698 by Guillaume.Abadie
Implements enum class based shader permutation dimension.
Change 3810699 by Guillaume.Abadie
Implements Diaphragm DOF ground work.
Change 3811536 by Guillaume.Abadie
Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF.
Change 3811958 by Mark.Satterthwaite
More fixes for mtlpp.
Change 3811964 by Mark.Satterthwaite
Only views onto a mtlpp::Buffer should return a valid parent-buffer.
Change 3812604 by Guillaume.Abadie
Changes Diaphragm DOF's source file layout.
Change 3812827 by Mark.Satterthwaite
More missing/broken functionality in mtlpp fixed and fixed obvious leaks.
Change 3812920 by Guillaume.Abadie
Adds support for per mip level UAV in FSceneRenderTarget.
Change 3812926 by Mark.Satterthwaite
Change the way we handle mtlpp resource construction to avoid leaks.
Change 3812960 by Rolando.Caloca
DR - vk - Disable DFGI
Change 3812968 by Rolando.Caloca
DR - Linker fix
Change 3813318 by Mark.Satterthwaite
Fix linear texture allocation from a buffer sub-view.
Change 3813326 by Mark.Satterthwaite
Fix another Metal mtlpp sub-buffer allocation failure.
Change 3813328 by Guillaume.Abadie
Removes global samplers in TAA for GL4, Vulkan and Switch.
Change 3813937 by Rolando.Caloca
DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on
Change 3813947 by Rolando.Caloca
DR - noshaderworker should override r.XGEShaderCompile
Change 3817017 by Uriel.Doyon
Fixed texture editor black screen
#jira UE-53653
Change 3818568 by Rolando.Caloca
DR - Fix log when shader jobs crash
- Move log10 to common
- Added COMPILER_VULKAN define
Change 3818603 by Uriel.Doyon
Fix to static analysis warning
Change 3818623 by Rolando.Caloca
DR - Workaround hlslcc loop unrolling bug
Change 3819070 by Uriel.Doyon
Fix to stat duplication.
Change 3819105 by Uriel.Doyon
Refactored volume sample shader to avoid using texture dimension.
Change 3819136 by Rolando.Caloca
DR - vk - Per platform files (empty)
Change 3819180 by Rolando.Caloca
DR - vk - Move defines out of config into per platform
Change 3819247 by Rolando.Caloca
DR - vk - Remove more defines into platform settings
Change 3819318 by Rolando.Caloca
DR - vk - Fixes for linking
Change 3819868 by Rolando.Caloca
DR - vk - Linux & Android fixes
Change 3819873 by Guillaume.Abadie
Adds support for PermutationId on r.DumpShaderDebugInfo=1
Change 3819940 by Rolando.Caloca
DR - vk - Fix Linux issues
Change 3819956 by Rolando.Caloca
DR - vk - Invalid check
Change 3819961 by Michael.Lentine
Hide attributes when plugin is not present
Change 3819980 by Rolando.Caloca
DR - vk - Standard validation always
Change 3820039 by Rolando.Caloca
DR - vk - Fix invalid ensure
Change 3820326 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3820422 by Michael.Lentine
Add back GBufferAO.
Change 3820433 by Rolando.Caloca
DR - Fix D3D12 crash on 20 thread (10x2 cores) machines
Change 3821677 by Rolando.Caloca
DR - vk - Win32 compile fix
Change 3821961 by Rolando.Caloca
DR - Vulkan uses real UB by default on non-Android
Change 3821968 by Rolando.Caloca
DR - vk - Update glslang 1.0.65.1
Change 3821969 by Uriel.Doyon
Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME.
Change 3821983 by Rolando.Caloca
DR - vk - Change to static array (0.1ms on 10k draw calls)
Change 3824141 by Rolando.Caloca
DR - vk - Fix static analysis
- Bumped up some (c) 2017->2018
Change 3824355 by Rolando.Caloca
DR - vk - Accessor to find out if a cmd buffer has been submitted
Change 3824420 by Rolando.Caloca
DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs
Change 3824463 by Rolando.Caloca
DR - Removed dummy ensure for D3D12
Change 3824609 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3826074 by Mark.Satterthwaite
Start IMP-caching the various descriptor types in mtlpp.
Change 3826098 by Rolando.Caloca
DR - vk - Dump layer compile fixes
Change 3826113 by Rolando.Caloca
DR - vk - Missing dump functions
Change 3826302 by Rolando.Caloca
DR - vk - Compile fix
- Change dump handles to %p
Change 3826635 by Mark.Satterthwaite
Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler.
Change 3827072 by Mark.Satterthwaite
Switch some more mtlpp descriptors over to IMPTables from objc_msgSend.
Change 3827909 by Guillaume.Abadie
Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass.
Change 3827952 by Guillaume.Abadie
Updates copy right to year 2018 on diaphragm DOF's new files.
Change 3828055 by Rolando.Caloca
DR - vk - Rename in prep for changes
Change 3828229 by Guillaume.Abadie
Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map.
Change 3828427 by Guillaume.Abadie
Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation.
Change 3829979 by Guillaume.Abadie
Fixes a color NaN source in diaphragm DOF's TAA pass.
Change 3830116 by Rolando.Caloca
DR - vk - Fix GPU queries/frame time on old system
- New system in place, disabled temporarily
Change 3830169 by Rolando.Caloca
DR - vk - Fix async pso creation crash
Change 3830193 by Rolando.Caloca
DR - vk - CPU RHI thread improvement
Change 3830291 by Guillaume.Abadie
Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller.
Change 3830300 by Rolando.Caloca
DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h
Change 3830589 by Mark.Satterthwaite
In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change.
Change 3830793 by Mark.Satterthwaite
Fix a small number of bugs introduced with the mtlpp descriptor and table caching.
Change 3831491 by Jian.Ru
Fix driver version unknown
#jira UE-53688
Change 3832335 by Rolando.Caloca
DR - vk - Change include
Change 3832550 by Rolando.Caloca
DR - vk - Occlusion query rewrite WIP
Change 3832589 by Rolando.Caloca
DR - vk - Minor refactor to pools in prep for timestamps
Change 3832618 by Rolando.Caloca
DR - vk - Do not block timestamp queries
Change 3832636 by Rolando.Caloca
DR - vk - Fix old timestamp queries
Change 3833138 by Rolando.Caloca
DR - vk - Fix timestamp queries
Change 3833249 by Rolando.Caloca
DR - vk - Test lock
Change 3833667 by Rolando.Caloca
DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled)
Change 3833907 by Daniel.Wright
Fixed NextStartOffset UAV index out of bounds
Change 3833918 by Daniel.Wright
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3834852 by Rolando.Caloca
DR - vk - Missing file
Change 3834858 by Guillaume.Abadie
Implements r.DOF.MinimalFullresBlurringRadius
Change 3834979 by Rolando.Caloca
DR - vk - Fix
Change 3836117 by Rolando.Caloca
DR - vk - Update to 1.0.65.1
Change 3836122 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer
- Added new error codes/messages
Change 3836421 by Mark.Satterthwaite
For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C.
Change 3836896 by Uriel.Doyon
Fixed concurrency and exit issues around d3d12 pipeline states on windows.
Change 3837385 by Rolando.Caloca
DR - vk - Dump memory on OOM
Change 3837427 by Rolando.Caloca
DR - vk - Change some arrays to array views
Change 3837800 by Guillaume.Abadie
Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0.
Change 3838128 by Rolando.Caloca
DR - vk - Support for non-cached memory types
Change 3838540 by Guillaume.Abadie
Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability.
Change 3838731 by Rolando.Caloca
DR - vk - Descriptor pools per command buffer pool (turned off)
Change 3838961 by Rolando.Caloca
DR - vk - Use ring buffer for per frame uniform buffers
- Enable descriptor pools per layout recycled per command buffer
Change 3839087 by Rolando.Caloca
DR - vk - Compile fixes for Android
Change 3839106 by Marcus.Wassmer
PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema)
Change 3839252 by Mark.Satterthwaite
Fix mtlpp::Resource move operators.
Change 3839426 by Marcus.Wassmer
Duplicate 380972
Make PC GPU Benchmarks more reliable
Change 3840041 by Guillaume.Abadie
Fixes shader compilation failure in TAA with alpha channel through post processing support.
Change 3840257 by Chris.Bunner
Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket.
Change 3840308 by Rolando.Caloca
DR - vk - Support for UB & non-UB on emulation mode
Change 3840586 by Rolando.Caloca
DR - Copy 3840577
Fix for CPUs with more than 16 cores
Change 3840671 by Rolando.Caloca
DR - vk - Copy from 3840663
Fix for layout ensure on HMD projects on Vulkan
Change 3840980 by Rolando.Caloca
DR - vk - Android compile fixes
Change 3841989 by Guillaume.Abadie
Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time.
Change 3842216 by Guillaume.Abadie
Fixes DDOF's foreground alpha channel.
Change 3842217 by Guillaume.Abadie
Implements r.DOF.MaximalForegroundBlurringRadius
Change 3842353 by Guillaume.Abadie
Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0
Change 3842747 by Rolando.Caloca
DR - vk - Missing use of GPoolSizeVRAMPercentage
- Support for smaller allocations if page size is not available
Change 3842791 by Rolando.Caloca
DR - vk - Use 95% of available GPU memory to handle some fragmentation
Change 3843690 by Guillaume.Abadie
Fixes diaphragm DOF's foreground after all this refactoring.
Change 3844439 by Guillaume.Abadie
Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation.
Change 3844946 by Mark.Satterthwaite
rd_route v1.1.1 with attached TPS approval.
For macOS function interposition which is useful for debugging and the occasional workaround.
Change 3845164 by Mark.Satterthwaite
Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate.
We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem.
Change 3845849 by Marcus.Wassmer
Fix clang and some normal refactor errors
Change 3846026 by Rolando.Caloca
DR - vk - Descriptor set allocation scheme rewrite
- Type hash for each pool
- Desc sets Pool on device
Change 3846169 by Rolando.Caloca
DR - vk - Remove old code for non-layout descriptor set pools
Change 3846205 by Mark.Satterthwaite
Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha.
Change 3846346 by Arne.Schober
DR - Missing Vector instructions
Change 3847037 by Arne.Schober
DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer.
Fixed MorphTarget Skincache Offset mixxup
Change 3847275 by Marcus.Wassmer
Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering)
Change 3847464 by Rolando.Caloca
DR - vk - Fix static analysis warning
Change 3847707 by Michael.Lentine
Only use MorphTargetOffset when the shader enables morph targets.
Change 3848533 by Richard.Wallis
Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader.
#jira UE-51716
Change 3848625 by Richard.Wallis
Compile Fix
Change 3848725 by Rolando.Caloca
DR - Remove use of Build/SetLocalGraphicsPipelineState
Change 3848797 by Rolando.Caloca
DR - Deprecate Build/SetLocalGraphicsPipelineState
Change 3849237 by Arne.Schober
DR - AddCustom Ver for ModelVertex Serialization
Change 3851247 by Rolando.Caloca
DR - vk - Util functions
Change 3851523 by Arne.Schober
DR - Update Reflection Comparission shot from the BuildFarm.
Change 3851859 by Rolando.Caloca
DR - vk - Skip loader
Change 3851889 by Krzysztof.Narkowicz
Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case.
#jira UE-51512
Change 3852181 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3852547 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852637 by Arne.Schober
DR - Fixing Normal Automated Test Result
Change 3853167 by Richard.Wallis
AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption.
#jira UE-35637
Change 3853447 by Chris.Bunner
Fixing typos.
Change 3853645 by Krzysztof.Narkowicz
Fixed light functions on subsurface materials
Removed strange code from blending between static and dynamic shadows
#jira UE-50275
Change 3853660 by Rolando.Caloca
DR - Fix OpenGL overwriting texture samplers on forward renderer
Change 3853945 by Mark.Satterthwaite
Duplicate #3831616
Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error.
#jira UE-53720
Change 3853966 by Mark.Satterthwaite
Duplicate #3835852
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3854250 by Uriel.Doyon
Fix fbx automation tests
Change 3854736 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3855047 by Jian.Ru
Fix DFAO getting NANs when samples out of ViewRect
#jira UE-54403
Change 3858197 by Krzysztof.Narkowicz
View frustum shadow caster culling for pointlights/spotlights
#jira UE-54381
Change 3860081 by Krzysztof.Narkowicz
Tighter bounding sphere for a spotlight
Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights
Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds
#jira UE-54258
Change 3860324 by Mark.Satterthwaite
Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings.
Change 3860945 by Arne.Schober
DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3861129 by Jian.Ru
Prevent distance culled objects from casting distance field direct shadows
#jira UE-54533
Change 3861502 by Jian.Ru
Exclude distance culled objects from DFAO calculation
#jira UE-54533
Change 3862243 by Krzysztof.Narkowicz
Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box
Change 3863476 by Krzysztof.Narkowicz
Added BuildReflections option to ResavePackages commandlet
#jira UE-54581
Change 3863717 by Rolando.Caloca
DR - vk - Missed using pipeline cache on compute PSOs
Change 3865332 by Arne.Schober
DR - Fix UE-52356 Bone Weight
Change 3866220 by Rolando.Caloca
DR - vk - Fixed GetNativeResource missing on textures
- Added support for -preferNvidia|AMD|Intel
- Added VulkanRHIBridge.h
- Minor fixes
Change 3866222 by Rolando.Caloca
DR - vk - Missed file
Change 3866951 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3867231 by Guillaume.Abadie
Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry.
Change 3867233 by Guillaume.Abadie
Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2
Change 3867594 by Daniel.Wright
Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup
Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow
Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors
Change 3870048 by Daniel.Wright
Cleaned up formatting in TranslucentRendering from merges
Change 3870106 by Krzysztof.Narkowicz
Fixed some FArchive Tell()/Seek() 64bit->32bit truncations
Change 3870211 by Rolando.Caloca
DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line
Change 3870225 by Rolando.Caloca
DR - vk - Some platforms do not use a standard swapchain
Change 3870267 by Arne.Schober
DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
Change 3870647 by Daniel.Wright
Moved FogRendering.h to Renderer
Change 3872130 by Krzysztof.Narkowicz
Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI
Merging GitHub Pull request #4459
"When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials."
#jira UE-54616
Change 3872145 by Rolando.Caloca
DR - vk - Optional SupportsMarkersWithoutExtension
Change 3872404 by Uriel.Doyon
Added some guards when streaming virtual textures.
Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice.
Fixed bad mipmap generation with UCanvasRenderTarget2D.
Change 3872507 by Arne.Schober
Back out changelist 3870267
Change 3874176 by Ben.Marsh
IncludeTool: Add an flag to prevent scanning source files for exported symbols.
Change 3874935 by Krzysztof.Narkowicz
Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized.
#jira UE-54656
Change 3875710 by Daniel.Wright
Renamed uniform buffer member macros to be much shorter for readability
Change 3876665 by Guillaume.Abadie
Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones.
Change 3876666 by Guillaume.Abadie
Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity.
Change 3876677 by Guillaume.Abadie
Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass.
Change 3876680 by Guillaume.Abadie
Cherry-pick 3872357: Oups... fixes build...
Change 3876683 by Guillaume.Abadie
Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass.
Change 3876687 by Guillaume.Abadie
Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering.
Change 3876690 by Guillaume.Abadie
Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance.
Change 3876694 by Guillaume.Abadie
Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation.
Change 3876695 by Guillaume.Abadie
Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event.
Change 3876783 by Rolando.Caloca
DR - Static analysis fix
Change 3876845 by Guillaume.Abadie
Implements USceneCaptureComponent::ProfilingEventName
Change 3877197 by Rolando.Caloca
DR - vk - OQ fixes (disabled)
Change 3877428 by Krzysztof.Narkowicz
Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426):
-The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls
-Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature.
-Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables)
-The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library.
-Letterboxing is now removed during multi-part capture, d'oh.
-Tiled shots are taken at full resolution even if ScreenPercentage < 100
-SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts
-Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots.
#jira UE-54244
#4426
Change 3879086 by Krzysztof.Narkowicz
Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world
Change 3879090 by Guillaume.Abadie
Fixes tones of regressions on diaphragm DOF's recombine passes.
Change 3879198 by Rolando.Caloca
DR - vk - Support for real uniform buffers on Android platforms
Change 3879993 by Krzysztof.Narkowicz
-Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData
-Fixed FSerializationHistory bug, when trying to serialize 0 bytes
#jira UE-43203
Change 3881462 by Guillaume.Abadie
Implements full res DOF's setup pass for cheaper full res gathering in recombine pass.
Change 3881524 by Krzysztof.Narkowicz
Fixed compilation by removing FTickableEditorObject from FPreviewScene
Change 3881724 by Chris.Bunner
Static analysis fix.
#jira UE-54762
Change 3881861 by Rolando.Caloca
DR - vk - Fix layout warning when generating mip chain
Change 3881864 by Rolando.Caloca
DR - Use render passes on HZB
Change 3882236 by Yuriy.ODonnell
IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting.
#jira UE-42534
#github 3326
Change 3882325 by Guillaume.Abadie
Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability.
Change 3882340 by Rolando.Caloca
DR - vk - Fix api dump
Change 3882430 by Rolando.Caloca
DR - vk - KHR_maintenance2
Change 3882563 by Rolando.Caloca
DR - Add depth-stencil access mode to PSO initializer
Change 3882929 by Rolando.Caloca
DR - vk - Proper fix for maintenance extension macros
Change 3883087 by Mark.Satterthwaite
Allow disabling VSync in windowed mode for macOS 10.13.4+ and above.
Change 3883597 by Guillaume.Abadie
Collapses full and half res DOF setup passes together.
Change 3883702 by Guillaume.Abadie
Fixes mac's build.
Change 3884747 by Uriel.Doyon
Fix for static analysis warning
Change 3884975 by Rolando.Caloca
DR - vk - Move some platform defines to platform properties
Change 3884988 by Rolando.Caloca
DR - vk - Make an override per platform
Change 3885832 by Rolando.Caloca
DR - vk - Cosmetic change to group similar members
Change 3885891 by Rolando.Caloca
DR - vk - Some _RenderThread functions to avoid stalls
Change 3886044 by Rolando.Caloca
DR - Added RHI api _RenderThread version of
RHICreateTextureReference
RHICreateShaderLibrary
RHICreateRenderQuery
Change 3886560 by Guillaume.Abadie
Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
Change 3886749 by Guillaume.Abadie
Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation.
Only used in hybrid scattering for now.
Change 3886750 by Guillaume.Abadie
Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh.
Change 3886752 by Rolando.Caloca
DR - Fix metal static analysis
Change 3887460 by Uriel.Doyon
Fixed to more static analysis warning.
Change 3888201 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass
- Fixed bad layout on rendering back buffer
Change 3888209 by Rolando.Caloca
DR - vk - Unity compile fix
Change 3888254 by Rolando.Caloca
DR - vk - Fix async texture layout
Change 3888893 by Guillaume.Abadie
Simulates bokeh in DOF's slight out of focus.
Change 3889085 by Guillaume.Abadie
Fixes DOF's reduce pass sampling outside viewport.
Change 3889924 by Rolando.Caloca
DR - vk - Skip seemingly bad validation error
Change 3890573 by Daniel.Wright
Only initialize FDiaphragmDOFGlobalResource in Feature Level 5
Change 3890590 by Arne.Schober
DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890638 by Arne.Schober
DR - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3891099 by Krzysztof.Narkowicz
1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request
#jira UE-54985
#4485
Change 3891234 by Krzysztof.Narkowicz
Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request
#jira UE-55121
Change 3891407 by Rolando.Caloca
DR - vk - Set vendor id earlier
Change 3891417 by Rolando.Caloca
DR - vk - Missing layout transitions
Change 3891718 by Arne.Schober
DR - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891925 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891987 by Rolando.Caloca
DR - vk - Support for dedicated allocations
Change 3892339 by Jian.Ru
Fix a crash when tessellation shaders are used in dx12
#jira UE-55127
Change 3892528 by Rolando.Caloca
DR - vk - Update Linux headers
Change 3892867 by Rolando.Caloca
DR - vk - Don't create swapchain if not needed
Change 3893416 by Guillaume.Abadie
Implements bokeh simmulation on foreground and background gather.
Change 3893732 by Chris.Bunner
GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset.
#jira UE-53404
Change 3893868 by Guillaume.Abadie
Allocates diaphragm DOF's buffers and structered buffer only on supported platforms.
Change 3893917 by Chris.Bunner
Potential fix for CIS.
Change 3893933 by Chris.Bunner
Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now.
Change 3894218 by Rolando.Caloca
DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator
Change 3894579 by Arne.Schober
RT - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894724 by Rolando.Caloca
DR - vk - New API for batching barriers
Change 3894909 by Arne.Schober
DR - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3895414 by Rolando.Caloca
DR - Add a configurable threshold for SCWs time outs
Change 3896429 by Marcus.Wassmer
Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU.
Change 3896495 by Marcus.Wassmer
Set pointer properly
Fix CIS
Change 3897253 by Guillaume.Abadie
Fixes CIS warning in diaphragm DOF
Change 3899179 by Guillaume.Abadie
Implements background hybrid scatter occlusion for diaphragm DOF.
Change 3903654 by Rolando.Caloca
DR - vk - Rework dump layer to allow other layers
Change 3903766 by Rolando.Caloca
DR - vk - More wrappers
Change 3904025 by Rolando.Caloca
DR - vk - More wrappers
Change 3904342 by Rolando.Caloca
DR - vk - Track image resources & callstacks
Change 3904346 by Rolando.Caloca
DR - vk - Copy fix from 4.19 for flickering grass
Change 3904510 by Rolando.Caloca
DR - vk - Compile fix
Change 3904914 by Daniel.Wright
[Integrate] Fixed PS4 transitions with forward shading
Change 3904916 by Daniel.Wright
[Integrate] Fixed PS4 transitions with occlusion queries
Change 3905975 by Rolando.Caloca
DR - vk - Missing wrappers
Change 3905977 by Rolando.Caloca
DR - vk - Missed file
Change 3907829 by Rolando.Caloca
DR - Move depth bounds to the PSO
Change 3907832 by Rolando.Caloca
DR - vk - Prep for delaying transitions
Change 3907834 by Rolando.Caloca
DR - vk - Fix for depth stencil issues/validation errors
Change 3907967 by Rolando.Caloca
DR - vk - Linux compile
Change 3908093 by Rolando.Caloca
DR - vk - Fix depthstencil layout on descriptors
Change 3908393 by Rolando.Caloca
DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series
Change 3908401 by Rolando.Caloca
DR - Do transitions outside render pass
Change 3908422 by Rolando.Caloca
DR - vk - Fix transition state not getting stored
Change 3908735 by Guillaume.Abadie
Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3908736 by Guillaume.Abadie
Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3908753 by Guillaume.Abadie
Lets the renderer layout the views in the internal render targets like it prefers.
Change 3909119 by Daniel.Wright
Fix some static analysis warnings
Change 3911943 by Rolando.Caloca
DR - vk - Fix for packaging Vulkan projects
Change 3912145 by Rolando.Caloca
DR - vk - Fix layout on streaming textures
Change 3913029 by Rolando.Caloca
DR - Fix missing transition
Change 3913048 by Rolando.Caloca
DR - Fix for hlslcc
Change 3913054 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3913171 by Rolando.Caloca
DR - vk - Fix for decal missing transition
Change 3913211 by Rolando.Caloca
DR - vk - Add debug name to image tracking
Change 3913449 by Rolando.Caloca
DR - vk - Restore transition
Change 3913466 by Rolando.Caloca
DR - Fix Vulkan EngineTest
Change 3913537 by Rolando.Caloca
DR - vk - Fixes independent samplers & textures (contributed by AMD)
Change 3913548 by Rolando.Caloca
DR - vk - Warning fix
Change 3913691 by Rolando.Caloca
DR - vk - Fixes for parallel (wip)
Change 3914656 by Rolando.Caloca
DR - vk - Fix bug when using separate samplerstates and textures
Change 3914730 by Rolando.Caloca
DR - vk - Bump version
Change 3914764 by Rolando.Caloca
DR - vk - Don't crash on exit
Change 3915532 by Rolando.Caloca
DR - vk - Parallel context fixes
Change 3915589 by Rolando.Caloca
DR - vk - Hoist and rename transition and layout manager class out of the context
Change 3915592 by Rolando.Caloca
DR - Fix gpu marker name
Change 3917607 by Rolando.Caloca
DR - vk - Fix depth bounds on Vulkan
Change 3917609 by Rolando.Caloca
DR - vk - Fix static analysis
Change 3917616 by Rolando.Caloca
DR - Fix D3D11 initialization
Change 3920569 by Rolando.Caloca
DR - vk - Prep for layout mgr refactor
Change 3921023 by Rolando.Caloca
DR - vk - Dump layer fixes
Change 3921623 by Rolando.Caloca
DR - vk - Prep refactor for layouts
- Dump now shows marker tree
Change 3922007 by Rolando.Caloca
DR - vk - Fix extra allocation per draw call
Change 3922442 by Rolando.Caloca
DR - vk - Detect potential issues
Change 3922470 by Rolando.Caloca
DR - vk - Minor optimization
Change 3922482 by Rolando.Caloca
DR - vk - More minor optimizations
Change 3923158 by Rolando.Caloca
DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan
Change 3923486 by Rolando.Caloca
DR - vk - Minor cpu optimizations
Change 3923505 by Rolando.Caloca
DR - vk - Use bigger allocations for uniform buffers
Change 3923516 by Rolando.Caloca
DR - vk - Android compile fix
Change 3923557 by Rolando.Caloca
DR - vk - Cache descriptorset layouts, refactor duplicated code
Change 3923851 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3924153 by Rolando.Caloca
DR - vk - Support for dynamic UBs
Change 3924193 by Rolando.Caloca
DR - vk - Remove old per pso descriptor pools
Change 3924197 by Rolando.Caloca
DR - vk - Remove unused global uniform buffer pool
Change 3924220 by Rolando.Caloca
DR - vk - Wrap some unused classes in their define
Change 3924234 by Rolando.Caloca
DR - vk - Show ring buffer wrapping messages
Change 3924243 by Rolando.Caloca
DR - vk - Fix bad dynamic buffer
Change 3924902 by Rolando.Caloca
DR - vk - Fix crash running infiltrator
Change 3925209 by Rolando.Caloca
DR - vk - Fix bug with dynamic buffers
- Remove old defines
Change 3925300 by Rolando.Caloca
DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs)
Change 3925627 by Rolando.Caloca
DR - vk - Move DynamicOffsets into the pipeline state
Change 3925834 by Rolando.Caloca
DR - vk - Cache per stage information
Change 3925835 by Daniel.Wright
Fixed DisplayName for UParticleModuleCollisionGPU
Change 3925897 by Rolando.Caloca
DR - vk - Split update descriptors loop
Change 3926488 by Rolando.Caloca
DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile
Change 3928168 by Guillaume.Abadie
Cherry-pick 3917219: Implements r.DOF.RecombineQuality
Change 3928173 by Guillaume.Abadie
Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled.
Change 3928216 by Rolando.Caloca
DR - vk - Fix Android
- Fix static analysis
Change 3929119 by Rolando.Caloca
DR - vk - Rename some classes for clarity
- Fix read-only cvar
Change 3929151 by Rolando.Caloca
DR - vk - Rename class
Change 3930046 by Rolando.Caloca
DR - Temp fix Vulkan flickering grass
Change 3930148 by Rolando.Caloca
DR - vk - Only update dirty descriptors
- Use dynamic descriptors for packed global uniform buffers
Change 3930998 by Guillaume.Abadie
Packs shader permutation in different XGE submissions.
Change 3931079 by Rolando.Caloca
DR - vk - Fixes for Android and non-real ubs platforms
Change 3931942 by Krzysztof.Narkowicz
Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones
#jira none
Change 3932819 by Daniel.Wright
[Integrate] Scene Textures uniform buffer
* Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw.
* FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters.
* FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created.
* Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them
* Separate Mobile Scene Textures uniform buffer to silo the platform complexities
Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters
Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision.
* Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp.
Moved forward shading data into the Base Pass Uniform Buffer
Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw
Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw
Fixed padding in nested uniform buffer structs
Skip SRV members on Feature Level SM4 and below
Change 3932964 by Rolando.Caloca
DR - vk - Renderdoc on Android
Change 3933095 by Daniel.Wright
Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer.
* Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it.
* Opaque materials can no longer use EyeAdaptation.
Change 3933096 by Daniel.Wright
Better d3d11 assert message when a uniform buffer was not set by the renderer
Change 3933176 by Rolando.Caloca
DR - vk - Prefer mailbox if available
Change 3933271 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3934000 by Guillaume.Abadie
Fixes Win32 build in ShaderCompilerXGE.cpp
Change 3934299 by Guillaume.Abadie
Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground.
Change 3934699 by Daniel.Wright
Added bAffectDistanceFieldLighting to landscape
Change 3935190 by Daniel.Wright
Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing
Change 3935606 by Daniel.Wright
Removed LightmapPolicy::Set which was needed for vertex lightmaps
Renamed FVertexFactory::Set to SetStreams to make it findable
Change 3936510 by Rolando.Caloca
DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders
Change 3936545 by Richard.Wallis
Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/
Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture.
Change 3938061 by Daniel.Wright
Vulkan: Added support for SRV's in Uniform Buffers
Change 3938123 by Daniel.Wright
Vulkan: Slightly better assert for null resources in uniform buffer
Change 3939197 by Rolando.Caloca
DR - vk - Disable custom memory mgmt
Change 3939677 by Rolando.Caloca
DR - vk - Fix static analysis warning
Change 3939809 by Rolando.Caloca
DR - vk - Fixes for async compute
Change 3939875 by Rolando.Caloca
DR - vk - Support for -vktrace
Change 3939977 by Rolando.Caloca
DR - vk - Skip a condition during gather UBs
- Set up efficient compute async var
- Fix validation cmd line
Change 3939982 by Rolando.Caloca
DR - vk - Revert mipchain
Change 3939984 by Rolando.Caloca
DR - vk - Remove unnecessary asserts
Change 3940082 by Rolando.Caloca
DR - vk - Custom mem mgr
Change 3940475 by Rolando.Caloca
DR - vk - Fix DFAO (indirect draw offset)
Change 3940555 by Rolando.Caloca
DR - vk - Minor fixes
Change 3940675 by Rolando.Caloca
DR - vk - Fix indirect type mismatch
Change 3941111 by Rolando.Caloca
DR - Renderpass bGeneratingMips
Change 3941847 by Daniel.Wright
Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before
Change 3941978 by Rolando.Caloca
DR - vk - Minor fixes for presenting on compute queue
Change 3942074 by Rolando.Caloca
DR - vk - Remove some RHI stalls
- Fixed swap chain stat
Change 3943946 by Daniel.Wright
Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles.
Change 3944065 by Daniel.Wright
Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering
Change 3944158 by Daniel.Wright
Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen
Change 3944865 by Rolando.Caloca
DR - vk - Prep for render passes
Change 3945196 by Rolando.Caloca
DR - Move render pass validate to cpp
Change 3945202 by Rolando.Caloca
DR - vk - Some fixes for using real render passes
Change 3945357 by Rolando.Caloca
DR - Fix bad condition
Change 3946295 by Yuriy.ODonnell
Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction().
This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593
Change 3946407 by Rolando.Caloca
DR - vk - Prep for refactor
Change 3946648 by Rolando.Caloca
DR - vk - Fixes for async compute (wip)
Change 3947299 by Rolando.Caloca
DR - vk - FIx static analysis
Change 3948434 by Rolando.Caloca
DR - vk - Fix exiting with parallel
Change 3948928 by Rolando.Caloca
DR - vk - Fix enabling draw markers for tools
Change 3949021 by Rolando.Caloca
DR - vk - Buffer tracking layer
Change 3949602 by Rolando.Caloca
DR - vk - static analysis fix
Change 3949757 by Rolando.Caloca
DR - vk - Remove bogus parameter
Change 3949810 by Rolando.Caloca
DR - vk - Move waits for cmd buffer
Change 3950270 by Guillaume.Abadie
Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground.
Change 3950272 by Rolando.Caloca
DR - vk - Minor refactor for semaphores
Change 3950279 by Guillaume.Abadie
Oups... fixes build
Change 3950298 by Rolando.Caloca
DR - vk - Gather wait semaphores in the cmd buffers
Change 3950371 by Rolando.Caloca
DR - vk - fixes for async compute
Change 3950597 by Rolando.Caloca
DR - vk - Fix for clip distance (fixes planar reflections)
Change 3951075 by Rolando.Caloca
DR - vk - Fix for async compute
Change 3952524 by Guillaume.Abadie
Some DOF enum refactoring.
Change 3955016 by Daniel.Wright
Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package
Change 3955668 by Guillaume.Abadie
Fixes a bug where full res coc buffer was computed even if not doing slight out of focus.
Change 3956722 by Guillaume.Abadie
Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent.
Change 3959212 by Guillaume.Abadie
Prefixes all DOF's shaders files with DOF keyword.
Change 3959705 by Guillaume.Abadie
Optimises the DOF setup pass outputing half res and full res with LDS downsample.
Change 3959941 by Guillaume.Abadie
Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes.
Change 3962273 by Rolando.Caloca
DR - Fix typos
#jira UE-56317
PR #4586
Change 3962615 by Rolando.Caloca
DR - vk - Compile fix
Change 3962949 by Rolando.Caloca
DR - Fix DOFDownsample extension
Change 3962993 by Guillaume.Abadie
Back out changelist 3962949
Change 3963016 by Guillaume.Abadie
Adds missing DOFDownsample.usf
Change 3963041 by Rolando.Caloca
DR - vk - Misc changes to help integrate
Change 3964293 by Guillaume.Abadie
Fixes DOF's setup pass reading outside of the viewport.
Change 3964475 by Guillaume.Abadie
Collapses DOF's hybrid scatter compilation passes into reduce passes.
Change 3964883 by Daniel.Wright
Fixed 3d texture in uniform buffer on unsupporting RHI
Change 3964897 by Rolando.Caloca
DR - Compile fixes
Change 3964914 by Guillaume.Abadie
Fixes a bug on r.DOF.RecombineQuality=0
Change 3965153 by Guillaume.Abadie
Fixes compile warning in D3D12Commands.cpp.
Change 3965814 by Rolando.Caloca
DR - Prep for integration conflict resolve
Change 3965899 by Rolando.Caloca
DR - Fix odd linkage issue
Change 3966072 by Rolando.Caloca
DR - More prep for merge
Change 3966163 by Rolando.Caloca
DR - Merge prep
Change 3966844 by Guillaume.Abadie
Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can.
Change 3967116 by Rolando.Caloca
DR - Compile fixes for integration
Change 3967273 by Rolando.Caloca
DR - Use same path for mip generation
Change 3967277 by Rolando.Caloca
DR - vk - Fix mips on cubemaps
Change 3967693 by Rolando.Caloca
DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders
Change 3967851 by Rolando.Caloca
DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2
Change 3968083 by Rolando.Caloca
DR - Integration compile fixes
Change 3968240 by Rolando.Caloca
DR - Shader compile fixes for integration
Change 3968270 by Rolando.Caloca
DR - Fix for missing hash calculation
Change 3969426 by Rolando.Caloca
DR - vk - Fix warning
Change 3969869 by Krzysztof.Narkowicz
Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel.
#jira none
Change 3969944 by Rolando.Caloca
DR - Warning fix
Change 3970020 by Rolando.Caloca
DR - Bump after integration
Change 3970052 by Rolando.Caloca
DR - Fix for mobile
Change 3970236 by Daniel.Wright
Causing decal shader to recompile to fix a merge bug
Change 3970270 by Daniel.Wright
Bump shader version from merge
Change 3970339 by Olaf.Piesche
Replace series of locks/unlocks with a single one for curve injection
#tests QAGame
Change 3970390 by Rolando.Caloca
DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters
- Remove duplicate method for occlusion queries
Change 3970523 by Rolando.Caloca
DR - Fix serialization of shaders
Change 3970533 by Arne.Schober
DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between.
#jira UE-56322
Change 3971160 by Guillaume.Abadie
Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU.
Change 3971516 by Guillaume.Abadie
Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3971594 by Krzysztof.Narkowicz
Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel.
#jira UE-56321
Change 3971622 by Krzysztof.Narkowicz
Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that.
#jira UE-56171
Change 3974788 by Rolando.Caloca
DR - Remove GSupportsGenerateMips
Change 3974789 by Rolando.Caloca
DR - Remove bogus function
Change 3974986 by Rolando.Caloca
DR - vk - Tracking fixes
Change 3974989 by Rolando.Caloca
DR - vk - Don't submit dummy barriers
Change 3975075 by Olaf.Piesche
Update for particle curve injection improvement, fixing ES2 problems
#tests QAGame tm-shadermodels, various color curve tests in-editor
Change 3975957 by Uriel.Doyon
Fixed invalid max texture resolution when using the bake material tools.
Change 3978471 by Daniel.Wright
New cvar r.SkylightUpdateEveryFrame
Change 3978779 by Rolando.Caloca
DR - Accessor for texture sizes
Change 3978797 by Rolando.Caloca
DR - Clean up RHI CopyTexture API
Change 3978832 by Rolando.Caloca
DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset
Change 3978836 by Rolando.Caloca
DR - vk - Remove generate mips
Change 3979201 by Rolando.Caloca
DR - vk - RHI CopyTexture. Uses general layout for generating mips
Change 3979204 by Rolando.Caloca
DR - Use render passes and CopyTexture to generate mips
Change 3979592 by Rolando.Caloca
DR - Warning fix
Change 3980855 by Krzysztof.Narkowicz
Optimize bounding sphere radius after non-uniform scale by using bounding box extent.
#jira UE-56227
Change 3981065 by Rolando.Caloca
DR - vk - Fix bad layout
#jira UE-56238
Change 3981346 by Rolando.Caloca
DR - Copy from 3707257
Support for not flushing compute jobs (r.D3D11.UAVFlushNV)
Change 3981347 by Rolando.Caloca
DR - Copy from 3707257
Don't flush between morph dispatched
Change 3981932 by Mark.Satterthwaite
Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on.
Change 3982442 by Rolando.Caloca
DR - Fix warning
Change 3982652 by Rolando.Caloca
DR - vk - Signal semaphore cleanup
Change 3983917 by Richard.Wallis
Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt:
Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations.
Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions.
Change 3984409 by Guillaume.Abadie
Attempts to make static analysis happy again.
Change 3984435 by Nick.Bullard
Checking in Performance Test level provided to us by Tor Frick based on UE-44841.
This has been utilized for checking issues against Aftermath performance impact.
The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode
Change 3985087 by Mark.Satterthwaite
Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo.
Change 3985201 by Rolando.Caloca
DR - Fix bad CopyTexture
Change 3985258 by Mark.Satterthwaite
Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990.
#jira UE-55756
Change 3986449 by Rolando.Caloca
DR - vk - Update & consolidate Vulkan headers to 1.1.70.1
Consolidate SDK into one
Change 3986571 by Guillaume.Abadie
Makes PVS-Studio happy again in DOF.
Change 3987039 by Yuriy.ODonnell
Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms.
Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory.
Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing).
`r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical.
`TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup.
Change 3987074 by Yuriy.ODonnell
Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts.
Change 3987160 by Yuriy.ODonnell
Added thread naming and ordering to the tracing profiler output
Change 3987331 by Mark.Satterthwaite
Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees.
#jira UE-46604
Change 3987754 by Mark.Satterthwaite
Fix MetalRHI memory reporting in non-default path.
PR #4568
Change 3988184 by Arciel.Rekman
Linux: Fix editor OpenGL performance (UE-55960).
- GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor.
- We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits.
- This change adds dynamically-managed per-thread cache for non-monolithic builds.
#jira UE-55960
Change 3988394 by Rolando.Caloca
DR - vk - Improve memory mgmt
- Use 256MB pages for Device heap (or 1/8th if less).
- Remove texture allocations not going through resource manager
Change 3988405 by Marcin.Undak
Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman
Change 3988567 by Rolando.Caloca
DR - vk - Support for packed global UBs on pci aperture heap
Change 3988668 by Rolando.Caloca
DR - vk - Remove old comments
Change 3988956 by Marcin.Undak
RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman
Change 3989161 by Yuriy.ODonnell
Static analysis error fix
Change 3989196 by Guillaume.Abadie
Fixes a crash in light shaft's TAA pass.
#jira UE-57366
Change 3989207 by Yuriy.ODonnell
Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact.
Change 3989469 by Rolando.Caloca
DR - vk - Fix for bad index; fix for bad transition
Change 3989772 by Yuriy.ODonnell
Implemented timestamp calibration on Vulkan
Change 3990040 by Marcus.Wassmer
Aftermath enabled by default.
Removed unnecessary warning for other vendors
Change 3990064 by Mark.Satterthwaite
Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid.
Change 3990080 by Mark.Satterthwaite
Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer.
Change 3990084 by Mark.Satterthwaite
Get MetalStatistics compiling again.
Change 3990381 by Arciel.Rekman
Bring back D3D12 in RecordPerformance.
Change 3991113 by Rolando.Caloca
DR - Fix crash on RHI thread on mobile preview
- Check RHI objects are not null in the PSO initializer
Change 3991191 by Ryan.Vance
#jira UE-55952
Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up.
Change 3991343 by Rolando.Caloca
DR - Copy from 3911492
UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform.
Change 3991375 by Mark.Satterthwaite
Proper copyright assignment in the mtlpp debugger header.
Change 3993151 by Daniel.Wright
Fix RTDF resource transition found by Rolando
Change 3993818 by Rolando.Caloca
DR - Missed file
Change 3993923 by Krzysztof.Narkowicz
Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread().
FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left:
1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates.
2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr.
3. This resulted in a StaticMeshComponent with stale RenderData pointer.
#jira UE-54544
Change 3994033 by Rolando.Caloca
DR - vk - Reworked layers & extensions, as we were not doing it properly
- Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore
Change 3994275 by Mark.Satterthwaite
Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI.
#jira UE-57507
Change 3994365 by Mark.Satterthwaite
Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled.
#jira UE-57513
Change 3994382 by Rolando.Caloca
DR - vk - Some missing locks during image tracking
Change 3994422 by Rolando.Caloca
DR - vk - Remove bogus shader format
Change 3995530 by Rolando.Caloca
DR - vk - Fix for crash when validation is enabled
Change 3995531 by Rolando.Caloca
DR - vk - Fix static analysis
Change 3995532 by Rolando.Caloca
DR - vk - Added support for r.Vulkan.SaveValidationCache
Change 3995610 by Uriel.Doyon
Texture Streaming Changes and Fixes:
- Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost").
- Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests)
- Dynamic components do not need to register to the streaming manager anymore.
- Optimized dynamic component management by removing duplicate entries in the update list.
- Added a pregarbage collect pass to the dynamic component management to optimize GC handling.
- Added a budget reset logic whenever the scene requirements change significantly.
- PIE worlds now have correct visibility information.
- Fixed possible invalid memory access when processing the streaming manager slave views.
- Refactored the incremental level texture data build to prevent new components from being unhandled.
- Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached()
- Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated.
#jira none
Change 3995908 by Arciel.Rekman
Fix compile errors when using new Vulkan queries.
Change 3995990 by Arciel.Rekman
More compile fixes to new Vulkan queries.
- MSVC did not catch this, clang did.
Change 3996101 by Rolando.Caloca
DR - vk - Win32 compile fix
Change 3996323 by Mark.Satterthwaite
Use the right include path to export the mtlpp headers.
#jira UE-57507
Change 3996392 by Arciel.Rekman
Vulkan: fix crash on start when using new queries.
- CommandBufferManager was not yet set at that point and the code in queries relied on it.
Change 3996585 by Rolando.Caloca
DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct.
Change 3998806 by Arciel.Rekman
Fix Linux build (UE-57602).
#jira UE-57602
Change 3998866 by Arciel.Rekman
SubwaySequencer: fix old shader platform name.
Change 3998947 by Mark.Satterthwaite
Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum.
#jira UE-57577
Change 3998951 by Mark.Satterthwaite
Fix last of the deprecation errors that I am aware of for macOS 10.12.
#jira UE-57581
Change 3998984 by Mark.Satterthwaite
Build mtlpp for iOS 9.0 not 9.3.
#jira UE-57586
Change 3999065 by Rolando.Caloca
DR - vk - Make sure we use version 1.0.0
#jira UE-57521
Change 3999071 by Arne.Schober
DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM.
#jira UE-55433, UE-57361
Change 3999494 by Rolando.Caloca
DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug
- Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled
Change 4000197 by Krzysztof.Narkowicz
Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data).
#jira UE-54935
Change 4000305 by Yuriy.ODonnell
Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath
Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24).
#jira UE-57579
Change 4000853 by Arciel.Rekman
Linux: fix not calling CrashReportClient (UE-57678).
#jira UE-57678
Change 4001504 by Rolando.Caloca
DR - vk - Fix transition
Change 4002460 by Krzysztof.Narkowicz
Toggle for contant shadow length in word space
Exposed contact shadows to Blueprints
#jira none
Change 4002608 by Rolando.Caloca
DR - vk - Fix static analysis
- Fix potential debug image tracking crash
- Comment out unused methods
Change 4002615 by Rolando.Caloca
DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini)
Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set.
PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set.
Change 4002640 by Rolando.Caloca
DR - vk - Missing support for CVarDefaultBackBufferPixelFormat
Change 4002919 by Guillaume.Abadie
Implements DOF's temporal upsampling pass for better dynamic resolution stability.
Change 4002984 by Guillaume.Abadie
Integrates Sebastian Aaltonen's ALU optimisations for TAAU.
Change 4003112 by Olaf.Piesche
Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches.
#tests QAGame PerformanceTest and RenderTest map with various stats on and off
Change 4003159 by Mark.Satterthwaite
Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released.
#jira UE-57538
Change 4003287 by zachary.wilson
Adding reflection capture content to TM-LightingScenarios
Change 4003395 by Arne.Schober
DR - Fix unitzialised value when clicking Go To in the editor
#jira UE-57048
Change 4003425 by Rolando.Caloca
DR - vk - Fix for new occlusion queries
Change 4003530 by Arne.Schober
DR - Disable GPU Benchmark in headless configurations
#jira UE-57673
Change 4003717 by Rolando.Caloca
DR - vk - Fix for depth not store, stencil store
Change 4003719 by Rolando.Caloca
DR - Minor switch to render pass
Change 4003720 by Mark.Satterthwaite
Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD.
Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU.
#jira UE-57659
Change 4003854 by Mark.Satterthwaite
Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically.
#jira UE-57576
Change 4004709 by Rolando.Caloca
DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers
Change 4005149 by Guillaume.Abadie
Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass.
Change 4005284 by Uriel.Doyon
Resaved volume texture assets with proper engine version.
#jira UE-57534
Change 4005286 by Guillaume.Abadie
Reduces constant setup in DOF's gather pass.
Change 4005359 by Rolando.Caloca
DR - vk - Fix annoying warning
Change 4005363 by Rolando.Caloca
DR - Fix android not finding vulkan shaders
Change 4005457 by Rolando.Caloca
DR - vk - Fix swapchain crash
Change 4005473 by Patrick.Kelly
UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level
Codde by Daniel
Tested by Patrick
Change 4005474 by Rolando.Caloca
DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB
Change 4005759 by Krzysztof.Narkowicz
Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode.
#jira UE-57743
Change 4005774 by Mark.Satterthwaite
Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like.
#jira UE-57750
Change 4005974 by Mark.Satterthwaite
Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come.
#jira UE-57083
Change 4006056 by Mark.Satterthwaite
Remove the use of the PrimitiveType argument from Metal draw calls.
#jira UE-57822
Change 4006139 by Mark.Satterthwaite
- Move the render-pass functions into the MetalRHI implementation for later alteration.
- Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation.
Change 4006215 by Mark.Satterthwaite
Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation.
Change 4006394 by Mark.Satterthwaite
In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal.
#jira UE-57551
Change 4006493 by Mark.Satterthwaite
MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can.
Change 4006495 by Daniel.Wright
Integrate from Refactor branch
* New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match.
* Local vertex factory uniform buffer
Change 4006851 by Brian.Karis
Fix for joined charts forming an L to inflate both axii.
Thanks to Jess Kube of The Coalition.
Change 4006852 by Brian.Karis
Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures
Change 4006918 by Brian.Karis
New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection.
Not yet used by checked in code. WIP optimization.
Change 4007246 by Guillaume.Abadie
Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator.
Change 4007291 by Guillaume.Abadie
Exposes more DOF scalability settings.
Change 4007328 by Guillaume.Abadie
Optimises DOF's half res only setup pass using gather4
Change 4007627 by Richard.Wallis
Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse.
#jira UE-57030
Change 4007682 by Richard.Wallis
No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate.
Notes:
- Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment.
- Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size.
- Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point.
#jira UE-56734
Change 4007731 by Rolando.Caloca
DR - Disable byte buffers on non-hlsl based platforms
#jira UE-57851
Change 4007741 by Rolando.Caloca
DR - Disable byte buffers on hlslcc platforms
Change 4007782 by Mark.Satterthwaite
Force Metal shaders, including the stdlib, to recompile.
Change 4007918 by Rolando.Caloca
DR - vk - Some static asserts
Change 4008404 by Arciel.Rekman
Do not crash on incompatible Vulkan drivers (UE-57521).
#jira UE-57521
Change 4008442 by Daniel.Wright
Better comments on ERHIFeatureLevel expectations
Change 4008494 by Arne.Schober
DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor.
#jira UE-57754
Change 4008730 by Mark.Satterthwaite
After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer.
#jira UE-57870
Change 4008949 by Brian.Karis
Fix compile warning
Change 4008951 by Brian.Karis
Added LTC LUT textures
Change 4009326 by Guillaume.Abadie
Compiles out DOF's gathering bokeh simulation on platform other than desktop.
Change 4009380 by Krzysztof.Narkowicz
Moved area light code before the contact shadows, so contact shadows use representative light's direction.
Merged all contact shadows shader code.
Contact shadows keep constant screen space length independent of FoV settings.
Contact shadows for translucents.
Contact shadows for eye.
Change 4009555 by Guillaume.Abadie
Splits DOFCocTile.usf in two.
Change 4009999 by Yuriy.ODonnell
MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument.
Previously it was necessary to modify MallocaStomp.h and re-compile the engine.
Currently supported platforms: Win64, Mac, Linux.
Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize.
Change 4010288 by Rolando.Caloca
DR - vk - Fix for vertex streams
Change 4010289 by Krzysztof.Narkowicz
D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling.
#jira UE-57510
Change 4010297 by Rolando.Caloca
DR - vk - Remove some functions for android
Change 4010315 by Rolando.Caloca
DR - vk - Remove create info macro
Change 4010451 by Rolando.Caloca
DR - vk - Reuse samplers
- Infiltrator goes from 5759 to 24 samplers!
Change 4010627 by Rolando.Caloca
DR - vk - Fix missing values for tracking swapchain validation
Change 4011924 by Guillaume.Abadie
Implements tile based early return optimisation on DOF's postfiltering method.
Change 4011941 by Guillaume.Abadie
Shaves some ALU in DOF's accumulator for LowQuality permutation.
Change 4012093 by Yuriy.ODonnell
Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access.
Change 4012195 by Rolando.Caloca
DR - vk - Fix for mobile backbuffer layout
Change 4012202 by Rolando.Caloca
DR - vk - Don't use staging buffers on UMA
Change 4012467 by Rolando.Caloca
DR - Remove redundant check
Change 4012486 by Rolando.Caloca
DR - Fix missing transition
Change 4012518 by Guillaume.Abadie
Implements fast shader permutation for DOF's TAA pass.
Change 4013084 by Arciel.Rekman
Fix for Linux clock discrepancy.
- Causing at least one precision issue, possibly more.
(Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...)
Change 4013266 by Uriel.Doyon
Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext.
Change 4013626 by Uriel.Doyon
Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it.
#jira UE-51672
Change 4013805 by Rolando.Caloca
DR - Fix more missing transitions
Change 4014128 by Arne.Schober
DR - Do not create LocalVFUniformBuffer when running without MVF
#jira UE-57929
Change 4014193 by Uriel.Doyon
Editing component transforms now invalidate the component's lighting cache.
#jira UE-48134
Change 4014282 by Rolando.Caloca
DR - vk - Remove extra validation during dump
Change 4014584 by Uriel.Doyon
Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass.
#jira UE-49064
Change 4014604 by Uriel.Doyon
UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE.
Change 4015460 by Guillaume.Abadie
Composes separate translucency within DOF's recombine pass.
Change 4015571 by Guillaume.Abadie
Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing.
Change 4015984 by Krzysztof.Narkowicz
Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area.
#jira UE-58000
Change 4016056 by Mark.Satterthwaite
Fix Mac Metal shader compilation of texture cube arrays.
Change 4016062 by Richard.Wallis
Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound.
#jira UE-46999
Change 4016109 by Mark.Satterthwaite
One unified Metal buffer implementation - will make further changes a heck of a lot easier.
Change 4016221 by Patrick.Kelly
UE-57617: Ensure changing viewmode to ShaderComplexity while in -game
Change 4016238 by Guillaume.Abadie
Makes clang happy again in Tonemapper.
Change 4016309 by Mark.Satterthwaite
More *_RenderThread implementations for MetalRHI.
Change 4016414 by Mark.Satterthwaite
And MetalRHI version of CreateStructuredBuffer_RenderThread...
Change 4016498 by Mark.Satterthwaite
Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout.
#jira UE-57930
Change 4017394 by Juan.Canada
OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss.
#jira UE-57691
Change 4017522 by Rolando.Caloca
DR - vk - Remove unused code path (old mip generation detection)
Change 4017539 by Rolando.Caloca
DR - vk - Fix for sky lighting mips showing green on AMD
Change 4017542 by Arciel.Rekman
Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build).
- Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own.
Change 4017827 by Guillaume.Abadie
Optimises DOF's scattering cost by a third.
Change 4017835 by Rolando.Caloca
DR - Only allow a render pass to generate mips for one color render target
Change 4017889 by Mark.Satterthwaite
Cache all the Metal state objects to avoid hitting the API unnecessarily.
Change 4018251 by Mark.Satterthwaite
Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(.
MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term.
Change 4018514 by Guillaume.Abadie
Implements r.DOF.Scatter.MinCocRadius.
Change 4018553 by Guillaume.Abadie
Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering
Change 4020369 by Yuriy.ODonnell
Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro)
Previously was only disabled for PVS-Studio.
Change 4020620 by Arciel.Rekman
Fix XboxOne CIS (fallout of appCountTrailingZeros move).
Change 4020949 by Guillaume.Abadie
Configures DOF in scalability settings.
Change 4021593 by Rolando.Caloca
DR - vk - Support for Aftermath style api on AMD
Change 4021740 by Rolando.Caloca
DR - vk - Change log output
Change 4022008 by Uriel.Doyon
Fixed renderthread stalls when streaming texture mips on low end systems.
Change 4022135 by Rolando.Caloca
DR - vk - Fix last mip's layout during mip chain creation
Change 4022607 by Jian.Ru
Speculative fix for a bug where an invalid vertex buffer is deferenced
#jira UE-56229
Change 4022890 by Rolando.Caloca
DR - Fix reference count not getting released
Change 4023540 by Mark.Satterthwaite
Avoid some pointless retain/release calls on Metal Encoders.
Change 4023796 by Marcus.Wassmer
Tell users they are over the maximum size when allocating very large rendertargets.
Change 4025337 by Yuriy.ODonnell
Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows.
MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part.
Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used.
Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated.
This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation.
This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table.
Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time.
Running Infiltrator demo consumes ~700MB of virtual address space per second.
Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior,
which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible.
Change 4026047 by Rolando.Caloca
DR - Fix test/shipping
#jira UE-58148
Change 4026150 by Krzysztof.Narkowicz
Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons.
#jira UE-57992
Change 4026226 by Rolando.Caloca
DR - Fix static analysis
#jira UE-58150
Change 4026354 by Jian.Ru
Debug check trying to catch a crash. Only enabled in editor build
#jira UE-50111
Change 4026655 by Rolando.Caloca
DR - Fix for static analysis
#jira UE-58149
Change 4026763 by Rolando.Caloca
DR - Remove references to defunct CCT to avoid confusing licensees
Change 4027167 by Uriel.Doyon
Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter.
#jira UE-56509
Change 4027850 by Jian.Ru
Prevent log spam
#jira UE-50111
Change 4029546 by Rolando.Caloca
DR - Compile fixes
Change 4029624 by Yuriy.ODonnell
Addressed static analysis errors in MallocStomp
- VirtualAlloc return value is now explicitly checked.
- C6250 is suppressed, as VirtualFree does not release address space by design.
Change 4030225 by Yuriy.ODonnell
Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB
The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers.
If a module includes TBB and then Windows platform headers, static analyzer will report this warning.
Suppressing it would require wrapping all instances of Windows header includes in third-party macros.
Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix.
Change 4030440 by Rolando.Caloca
DR - Fix crash on mobile
#jira UE-58222
Change 4030570 by Daniel.Wright
Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders
Change 4030618 by Arne.Schober
DR - missing tangent/normal sign conversion after integration from main
#jira UE-58224
Change 4031588 by Rolando.Caloca
DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD
Change 4032145 by Mark.Satterthwaite
Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features.
#jira UE-58268
Change 4032209 by Rolando.Caloca
DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore
Change 4033178 by Guillaume.Abadie
Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test.
#jira UE-58151
Change 4034489 by Daniel.Wright
Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo.
* This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration).
Change 4035157 by Uriel.Doyon
Fixed deadlock in the streaming code when running with -onethread.
#jira UE-58299
Change 4035198 by Rolando.Caloca
DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK).
#jira UE-58267
Change 4035730 by Arne.Schober
DR - Fix missing Fog parameters during LightScattering Injection
#jira UE-57608
Change 4035843 by Daniel.Wright
Reimplemented support for EyeAdaptation node in opaque materials
Change 4036837 by Marcus.Wassmer
Replace some of the screenshots to match new un-tonemapped buffer visualization
Change 4036980 by Rolando.Caloca
DR - vk - Fix deadlock contention during mem allocation on Linux
Change 4037225 by Guillaume.Abadie
Fixes jittering selection outline.
#jira UE-58350
Change 4038056 by Marcus.Wassmer
roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image.
Change can go back in later with that part fixed also
Change 4038296 by Jian.Ru
Static analysis fix
#jira UE-58377
Change 4038402 by Ben.Marsh
Suppress IncludeTool warnings caused by CL 3998947.
Change 4038514 by Arne.Schober
DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0.
#jira UE-57652
Change 4038747 by Marcus.Wassmer
Back out changelist 3853645, causing us to lose shadows in the shaderhair test
Change 4040138 by Rolando.Caloca
DR - Fix compile warning
Change 4041614 by Rolando.Caloca
DR - vk - Fix for Oculus module
#jira UE-58267
Change 3810277 by Daniel.Wright
Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4.
The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4.
Change 3817029 by Uriel.Doyon
Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1.
Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues).
Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets.
Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7.
#jira UE-32263
Change 3819960 by Michael.Lentine
Expose UEPhysics Clothing Parameters through UI.
Change 3823401 by Rolando.Caloca
DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch
Change 3844805 by Arne.Schober
DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision.
Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders.
Change 3847283 by Marcus.Wassmer
Extra fixes from Uriel
Change 3876607 by Rolando.Caloca
DR - Use render passes when running occlusion queries
- Removes the RHI(Begin|End)OcclusionQueryBatch API
Change 3903799 by Daniel.Wright
[Integrate] Pass Uniform Buffers
* All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw
* Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer
* Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture
Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT()
* This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct.
* Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer.
* Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted.
* RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs
Change 3917500 by Rolando.Caloca
DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified
Change 3964907 by Guillaume.Abadie
Implements RectList topology support in RHI.
Change 3979171 by Mark.Satterthwaite
Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering):
Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors.
Regarding mtlpp:
- The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems.
- To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly.
- Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management.
- Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding.
Apple Platform:
- LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS.
MetalRHI:
- All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C.
- Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same.
- Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well.
- The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac.
- Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order).
- LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought.
- What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code.
Other:
- Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now.
- Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere.
- Consistency of disabling the Manual Vertex Fetch behaviour in shaders.
#jira UERNDR-354
Change 3979312 by Rolando.Caloca
DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget
Change 4005122 by Rolando.Caloca
DR - Support for PS4 Index Buffer UAVs
Change 4016298 by Guillaume.Abadie
Fixes DOF hybrid scattering on platforms that supports RectList topology.
Change 4018575 by Guillaume.Abadie
Optimises DOF's reduce pass when doing scattering compilation.
Change 4020317 by Guillaume.Abadie
Implements WaveBroadcastIntrinsics.ush.
[CL 4042226 by Marcus Wassmer in Main branch]
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
#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]
#lockdown Nick.Penwarden
=====================================
MAJOR FEATURES + CHANGES
=====================================
Change 3372740 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 3374187 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 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 3454636 by Uriel.Doyon
Fixed point light having an extra scale of 16 in mobile
#jira UE-45272
Change 3454844 by Uriel.Doyon
Fixed extra X16 on some point lights
#jira UE-45250
Change 3454934 by Chris.Bunner
Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability.
Change 3461206 by Guillaume.Abadie
Adds possibility to scene captures and player controller to render no primitives at all.
Change 3461207 by Guillaume.Abadie
Exposes showflag details to USceneCaptureComponent. This gives the possibility to configure scene capture's showflags in blueprint encapsulated compositing pipeline.
#jira UE-6810
Change 3461233 by Chris.Bunner
Added Log10 material expression.
Added tooltip for Log2 and Log10.
Change 3461434 by Michael.Trepka
Copy of CL 3456118
In Metal RHI report texture streaming as immediately successful as on D3D to avoid a race-condition leading to deadlock between the Main, Game, Render & RHI threads.
#jira UE-44961
Change 3461770 by Benjamin.Hyder
Submitting TM-RayTracedDistanceField map
Change 3461929 by Marc.Olano
Add Sobol blueprint and material node test maps to RenderTest project
Change 3462249 by Uriel.Doyon
Translucency after DoF is now disabled when showflag postprocess is disabled.
Change 3462371 by Brian.Karis
VT addressing is now 64bit to support huge sparse virtualized volumes
16bit page tables working.
Change 3462936 by Marc.Olano
Extend Sobol testing map with comparision between Random Sobol and Next Sobol functions
Change 3464394 by Uriel.Doyon
Improved synchronization for texture streaming commands.
This fixes an issue when accessing FStreamingTexture for pending textures.
Change 3464743 by Guillaume.Abadie
Adds .usf file extension on all shader's source file names and adds checks to verify them at engine load time.
Change 3464818 by Guillaume.Abadie
Fixes compilation error in FindShaderRelativePath
Change 3465184 by Daniel.Wright
r.Shadow.PreShadowResolutionFactor 1.0 on Epic shadow settings
Change 3465283 by Marc.Olano
Update Sobol Gray code tables to match random order tables
Change 3465976 by Arne.Schober
DR - [UE-44393] - The Canvas is using the Globalshaders for clearing but compilation is done asynconously at load time. Unfortunately there could be Code that uses a canvas to draw and cause this issue in between. There might be some plugins that do this. For now we need to wait and block for the shaqders to be compiled until we can allo the use of the canvas.
#RB none
Change 3467513 by Guillaume.Abadie
Fixes an issue where primitives would no longer draw in gameplay.
#jira UE-45550
Change 3471116 by Richard.Wallis
Mac OpenGL Is No Longer Supported - Remove All Code & Shader Platforms. Merge of CL 3327784 dev-editor stream from Michael Trepka with some extra changes.
- Also removed Metal shader platforms from PlatformSupportsDebugViewShaders() otherwise we get a compiler error. HLSL register binds not implemented in metal backend.
#jira UE-39108
Change 3471117 by Richard.Wallis
Drop down menus clip on 27" Screen iMacs. Disable viewport HDR rendering on macOS 10.12.x when in editor.
#jira UE-43026
Change 3471130 by Richard.Wallis
Mac GPU hang causes editor output log to be written to the wrong file. Try to emulate windows behaviour when opening a file for reading or writing. Tested against behaviour of windows log file with multiple instances running.
- Only defined in for Mac and non shipping.
#jira UE-44934
Change 3471224 by Guillaume.Abadie
Lets the ProjectFileGenerator to look at Shaders/ directories in plugin and game projects.
Change 3471646 by Daniel.Wright
Fixed ensure opening UT system settings
Change 3471862 by Arne.Schober
DR - revert accidently checked in changes.
#RB Chris.Bunner
Change 3472249 by Guillaume.Abadie
Implements virtual shader source directory mapping.
- /Engine/... maps to Engine/Shaders/...
- /Plugin/FooBar/... maps to FooBar plugin's Shaders/ directory
- /Project/... maps to project's Shaders/ directory
Change 3472443 by Daniel.Wright
Moved the Rendering category for lights to be just below the Light category, so the bVisible property is easily accessible
Change 3474537 by Uriel.Doyon
Fixed lighting needs rebuild happening after blueprint rescript and a non symetrical Quaterion != ToQuaternion(ToRotator(Quaternion)
Change 3475192 by Guillaume.Abadie
Implements LensDistortion engine plugin.
This CL import a polished version of Raven's lens distortion and undistortion from OpenCV parameters:
- It is implemented as the first engine plugin with its own shaders and render thread commands;
- Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py)
Change 3475209 by Guillaume.Abadie
Back out changelist 3475192
Change 3475252 by Guillaume.Abadie
Reland: Implements LensDistortion engine plugin.
This CL import a polished version of Raven's lens distortion and undistortion from OpenCV parameters:
- It is implemented as the first engine plugin with its own shaders and render thread commands;
- Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py)
Change 3475389 by Guillaume.Abadie
Adds LensDistortion plugin's feature tests.
Change 3475538 by Guillaume.Abadie
Adds the /Engine/* prefix on all of the renderer's USF file references.
Change 3475568 by Guillaume.Abadie
Adds a check for virtual shader source file path format in FShaderType::FShaderType()
Change 3475871 by Guillaume.Abadie
Fixes a bug in shader compile worker, were an error in a relative #include USF file would trigger an check failure in CheckVirtualShaderFilePath
Change 3475997 by Yujiang.Wang
Workaround for a compiler optimization bug introduced in VS2015 Update 3.
* The bug causes TSHVector<2>::CalcDiffuseTransfer to go to infinity at certain spot, making movable objects with ILCQ_Volume indirect lighting cache interpolation get very dark.
* Debug builds don't exhibit this bug.
* Semantics are exactly the same as the original code.
Change 3476203 by David.Hill
Compute SSAO: problem wiht AmbientOcclusionLevels and with various viewporttest sizes. Only seen when Levels >=2
#jira UE-45741
Change 3476536 by Benjamin.Hyder
adding player start to Ray Traced Distance Field Shadows Map
Change 3478298 by Benjamin.Hyder
disabling mesh distance fields in Tm-Raytraced_DistanceField_Shadows map
Change 3478948 by Rolando.Caloca
DR - Nicer check
Change 3478949 by Rolando.Caloca
DR - Default GPU morphs to enabled
Change 3478950 by Rolando.Caloca
DR - By default -vulkan will launch SM5
Change 3478984 by Rolando.Caloca
DR - Pass down -vulkan
Change 3479655 by Richard.Wallis
Video track does not switch in AVF Media Player. Need to disable unused video tracks to allow AVPlayerItemVideoOutput to decode the required track.
- Minimal change to allow video track changes/selection.
- Audio samples are extracted using AVAssetReaderTrackOutput but video uses AVPlayerItemVideoOutput. Video could also use AVAssetReaderTrackOutput to access the video data unless there is an iOS reason not to...
- Flush the audio sink sample buffers so we get instant audio track changes
#jira UE-39750, UE-39749
Change 3479834 by Rolando.Caloca
DR - Fix issue with bad vertex colors (per licensee)
Change 3480376 by Guillaume.Abadie
Disables ComputeLightGrid() if no volumetric fog and no lighting.
#jira UE-45377
Change 3480596 by Yujiang.Wang
Fix for dynamic shadows and raytraced distance field shadows of directional lights not appearing in planar reflection
* Bug caused by incorrect shadow culling volumes for cascaded shadow map and backface culling mode for WholeSceneShadowProjection
* Fixed by taking View.bReverseCulling into account
#jira UE-34452
Change 3480600 by Yujiang.Wang
Fix for UE-42376
* The bug is caused by post-processing ambient cubemaps not being supported in forward shading currently.
* This fix replaces all the occurences of them in CalcSceneView with a skylight using the cubemap
* If a CalcSceneView is used solely for setting the PP ambient cubemap, it is removed.
#jira UE-42376
Change 3480784 by Rolando.Caloca
DR - hlslcc - Initial support for [RW]StructuredBuffer
Change 3481690 by Uriel.Doyon
Attempt to fix static analysis warning
Change 3482012 by Simon.Tovey
Fixed issue when building distribution lookup tables where the final sample fell short of the max input time.
As sampling is done only over this range, under constant interpolation the final value was never actually sampled and so cut from the final optimized LUT.
#tests constant interpolation now works.
#jira UE-45614
Change 3482965 by Yujiang.Wang
Some quality of life changes for UE-42757
* The UV overlay in static mesh editor now has a darker background
* Selected edges are getting highlighted and bolder
* When some edges are selected others turn grey
#jira UE-42757
Change 3483014 by David.Hill
Change labels on bloom boost from x,y,z to min, max, mult.
#jira UE-43904
a PropertyRedirect in BaseEngine.ini allows this to work with older version.
Change 3484573 by Yujiang.Wang
Fix for shadow color not updated after light build when a texture is changed and reimported
* Bug caused by counter-intuitive design of UMaterial::GetReferencedFunctionIds and UMaterial::GetReferencedParameterCollectionIds, both of which will reset the OutIds parameter
* Renamed to AppendReferencedFunctionIdsTo and AppendReferencedParameterCollectionIdsTo, the resets are removed
#jira UE-45647
Change 3484969 by Yujiang.Wang
Fix for UE-39929 inconsistent type between C++ and shader code
* MeshDistanceFieldCasterIndices is declared as Buffer<uint> in CapsuleShadowShaders.usf, while created as PF_R32_SINT in CapsuleShadowRendering.cpp
* Changed PF_R32_SINT to PF_R32_UINT in CapsuleShadowRendering.cpp
#jira UE-39929
Change 3485012 by Yujiang.Wang
Fix for UE-39929 #2: Changed int32 to uint32 to match PF_R32_UINT
#jira UE-39929
Change 3485146 by Guillaume.Abadie
Destroyes scene capture's view states on the UnRegister, to avoid large memory usage cause by the ViewState's render targets when moving blueprints arround.
#jira UE-43455
Change 3486602 by Joe.Conley
Adding "texcoord" keyword to UMaterialExpressionTextureCoordinate so you can search for the name that is displayed on the node in the graph.
Change 3487471 by Yujiang.Wang
Github #3659: Improved performance of DumpUnbuiltLightInteractions
* Replaced TArrays with TSets
#jira UE-45783
Change 3487641 by Guillaume.Abadie
Fixes some shader file name casing issues in LPV.
Change 3488014 by Uriel.Doyon
New AllowAsyncLoading flag for UTexture::CachePlatformData().
It allows to load the source texture data in the async task if the source bulk data was not yet loaded.
Data loaded that way is not sharable between tasks and will be discarded.
This is required because updating the source data is not thread safe.
#jira UERNDR-190
#jira UE-33401
Change 3488249 by Uriel.Doyon
Fixed long stall in UpdateResourceStreaming() caused by Actor.GetComponents() not resetting the number of actors anymore.
Fixed inconsistent results in ALODActor::HasValidSubActors() caused by the same change.
#jira UE-46004
Change 3490228 by Mark.Satterthwaite
Fix the Nvidia driver bug with the old reversebits fallback function - you need to use the native reverse_bits intrinsic or use some uint(ushort()) casts to get the compiler to do the right thing, which means injecting the reverse_bits function in MetalBackend not the HLSL (as it has no such type).
#jira UE-46067
Change 3490538 by Arne.Schober
Back out changelist 3488249
#RB none
Change 3490551 by Arne.Schober
Back out changelist 3488249
#RB none
Change 3491828 by Guillaume.Abadie
Fixes another USf file reference casing issue in C++.
Change 3491924 by Yujiang.Wang
Fix for UE-43302 Crash when entering the DebugCreatePlayer console command with planar reflections in the level
* Crash caused by check(Views.Num() <= 2); in SceneCaptureRendering.cpp
* We still want to support at most 2 views for performance, but now instead of crash the planar reflections in additional views will simply turn black
#jira UE-43302
Change 3492359 by Guillaume.Abadie
Fixes non editor launches, failing in FGenericPlatformProcess::AddShaderSourceDirectoryMapping().
Change 3492367 by Marc.Olano
Change Sobol texture size to 32x16, tweak distribution
Change 3492599 by Marcus.Wassmer
PR #3669: -Fix logmessages ParticleModules_Location.cpp (Contributed by UpwindSpring01)
Change 3493473 by Uriel.Doyon
Back out changelist 3490538
Change 3493590 by Uriel.Doyon
Back out changelist 3490551
Fixed missing #pragma once
Change 3493911 by Marcus.Wassmer
Fix potential GPU crash/hang caused by out of bound subresource updates.
Added checks at cross-platform level to catch any instance earlier.
Change 3494139 by Uriel.Doyon
Fixed shadow variable issue on UE4Editor Linux.
Change 3494364 by Richard.Wallis
Mac OpenGL Is No Longer Supported - Remove All Code & Shader Platforms - Part 2: Remove some more areas and fixes for previous attempt. Also removed OpenGL based GPU performance checks in EditorEngine.cpp - assuming that any GPU that can run Metal is currently OK for UE4.
OpenGL left in the following areas:
- OpenGLShaderCompiler
- StandaloneRenderer
The following files need to be reviewed in conjunction with CL 3471116 as there were some logic errors made:
- OpenGLTexture.cpp
#jira UE-39108
Change 3494413 by Guillaume.Abadie
Updates r.InvalidateCachedShader and bump ShaderVersion.ush.
Change 3494422 by Guillaume.Abadie
Adds LensDistortion plugin's Private shader directory.
Change 3494717 by Guillaume.Abadie
Strengthens shader compiler with checks on generated file names and shader type file names.
Change 3494763 by Guillaume.Abadie
Removes a nolonger standing TODO in GlobalBeginCompileShader() that was automatically adding /Engine/ prefix to all relative virtual shader source file path.
Change 3494985 by Rolando.Caloca
DR - Integrate Vulkan Rewrite
Change 3495031 by Rolando.Caloca
DR - Delete file as it moved
Change 3495032 by Rolando.Caloca
DR - Show Vulkan SM5 instead of SM4 on windows packaging
- Also added support for Vulkan SM5_UB
Change 3495202 by Uriel.Doyon
Fixed static analysis warning with pointer dereferencing.
Change 3495342 by Rolando.Caloca
DR - clang compile fix
Change 3495354 by Rolando.Caloca
DR - clang compile fixes
Change 3495420 by Marc.Olano
Use Sobol sampling for PCSS
Change 3495799 by Rolando.Caloca
DR - Delete old dev assets
Change 3496202 by Mark.Satterthwaite
Switch to using actual Vector*Matrix intrinsic for Metal to avoid a problem whereby the Metal compiler reorders operations in such a way that it loses precision and ends up being different between pre-pass and base-pass.
#jira UE-46070
Change 3496253 by Uriel.Doyon
Fixed static analysis warning for IncludeTool
Change 3496631 by Guillaume.Abadie
Makes AScreenshotFunctionalTest::ScreenshotOptions blueprint readable.
Change 3496851 by Guillaume.Abadie
Fixes back slash issues in Platform.usf.
Change 3496852 by Guillaume.Abadie
Fixes other back slashes includes in PS4 specific usf files.
Change 3496941 by Guillaume.Abadie
Adds a check() for no backslash in virtual shader file paths.
Change 3497661 by Guillaume.Abadie
Lets FLensDistortionCameraModel::GetUndistortOverscanFactor() early return 1.0 if the camera model is does an identity transform.
Change 3497969 by Richard.Wallis
Fix for start Up Movies Are not Playing for iOS Devices. Handle case when movie is loading aysnc in background - need to wait for state changes otherwise it skips intermediate movies.
- Tested on iOS and Mac.
#jira UE-39585
Change 3498035 by Guillaume.Abadie
Polishes //Engine/Plugins/Compositing/LensDistortion/Shaders/Private/UVGeneration.usf from debuging artifacts.
Change 3498101 by Rolando.Caloca
DR - Compile fix
Change 3498254 by Guillaume.Abadie
Exposes comparing FLensDistortionCameraModel to blueprint with == and != operator nodes for cross frame uv displacement map caching.
Change 3498264 by Guillaume.Abadie
Integrate 3267269: Implements SceneCaptureComponent2D::bCameraCutThisFrame
Change 3498371 by Yujiang.Wang
Fix for UE-46149 Planar Reflections display screenspace info when viewports are >2
* Prevent planar reflections being rendered when ViewIndex >= GMaxPlanarReflectionViews
* Now planar reflections in >2 viewports will fallback to other reflection methods (SSR, reflection captures)
#jira UE-46149
Change 3498409 by Rolando.Caloca
DR - Swap resolves
Change 3498410 by Guillaume.Abadie
Adds support for opacity output alpha for post process material when doing a draw material to render target.
Change 3498705 by Rolando.Caloca
DR - Add UID for debugging mem allocations
Change 3498759 by Marcus.Wassmer
No post processing in vertexcolor view mode
#jira UE-44704
Change 3498891 by Rolando.Caloca
DR - Minor Vulkan per frame allocator refactor in prep for changes
Change 3499206 by Rolando.Caloca
DR - Fix temp frame allocator OOM on Vulkan
#jira UE-45913
Change 3499319 by Rolando.Caloca
DR - Vulkan support for StorageBuffer
Change 3499339 by Rolando.Caloca
DR - Remove deprecated typedef
Change 3499400 by Rolando.Caloca
DR - Remove some RHICmdList deprecated functions
Change 3499422 by Rolando.Caloca
DR - Allow buffer transitions inside render passes
Change 3500370 by Rolando.Caloca
DR - Compile fix
Change 3500474 by Rolando.Caloca
DR - Fix static analysis
Change 3500517 by Guillaume.Abadie
Exposes r.PostProcessing.PropagateAlpha to the renderer settings.
Change 3500537 by Guillaume.Abadie
Fixes a bug where scene capture WorldToView matrix would get scale != 1 when scaling the scene capture actor in the world.
#jira UE-39389
Change 3501069 by Mark.Satterthwaite
Bring back temporary 4.16 fix for iOS 9 (CL #3425995) into Dev-Rendering for 4.17 as a real fix will need to wait for 4.18.
temporary fix for skewed textures on IOS 9
#jira UE-44468
Change 3501164 by Michael.Lentine
PR #3402: UE-43131: Format argument count not equal to actual arguments (Contributed by projectgheist)
Change 3501222 by Benjamin.Hyder
Checking in Tm_SobolNoise map
Change 3501612 by zachary.wilson
Adding testing content for RTDF shadows on planar reflections
Change 3501708 by Guillaume.Abadie
Break FPostProcessSettings into smallers structs.
Change 3501830 by Olaf.Piesche
#jira UE-39628; using fix proposed in UDN, will investigate further
Change 3501954 by Marcus.Wassmer
Duplicate 3480903
Light culling safety measures.
Change 3502032 by Mark.Satterthwaite
Fix generation of Metal precompiled headers for the bytecode compiler when using Xcode 9.
Change 3502118 by Uriel.Doyon
Fixed shader compilation issues.
Change 3502191 by Guillaume.Abadie
Implements Composure plugin to make compositing in UE4 easier.
Change 3502192 by Guillaume.Abadie
Implements Composure feature testing in EngineTests
Change 3502196 by Guillaume.Abadie
Creates a dependency of Composure plugin over LensDistortion plugin.
Change 3502213 by Arciel.Rekman
Fix for loading shaders on Linux (UE-46276).
Change 3502243 by Brian.Karis
Bent normal map support.
Multibounce AO.
Spherical Gaussian based specular occlusion.
Change 3502506 by Guillaume.Abadie
Fixes compilation failure in Composure with unity build.
Change 3502507 by Guillaume.Abadie
Fixes composure Set Pass with Render Target blueprint helper.
Change 3502510 by Guillaume.Abadie
Attempts to fix ComposureUtils.cpp compile errors.
Change 3502515 by Guillaume.Abadie
Some other composure failure fixes.
Change 3502545 by Guillaume.Abadie
Fixes some unity build related error in Composure.
Change 3502548 by Guillaume.Abadie
Fixes last missing includes in ComposurePostProcessPass.cpp
Change 3502672 by Guillaume.Abadie
Fixes linux warning in Composure.
Change 3502790 by Ryan.Brucks
float4 PseudoVolumeTexture: Fixed frame layout being a float instead of float2. Now works correctly with non-square frame layouts. Only called in custom nodes and calling with a float still functions properly so no old content will break.
Change 3502836 by Guillaume.Abadie
Propagates scene capture engine showflag changes from blueprint editor to the blueprint instances.
#jira UE-6810
Change 3503096 by Guillaume.Abadie
Resave a unversioned asset.
Change 3503228 by Yujiang.Wang
Fix for UE-45646 Dynamic Light placed inside of a Dynamic Static Mesh doesn't pass through the geometry
* Bug caused by bReflectiveShadowmap not being passed into SetViewFlagsForShadowPass
* Replaced the true with bReflectiveShadowmap
#jira UE-45646
Change 3503284 by Rolando.Caloca
DR - Fixed initial clear on rendertargets
- Added support for r.Vulkan.EnableValidation 1, 2, 3 & 4
- Dump the vulkan log into VS output log
- Added validation for layouts when using dump log
Change 3503545 by Arciel.Rekman
Fix black UI on Linux (UE-46333)
- Rebuilt hlslcc with clang 3.7.0. Whatever issues we're running in with newer clangs still seem to persist.
#jira UE-46333
Change 3503638 by Daniel.Wright
[Copy] Changed DynamicBentNormalAO back to fp16, as PF_FloatR11G11B10 was not enough precision and introduced banding
Change 3503787 by Marcus.Wassmer
Fix difference between gpu/cpu morph target application
Change 3503902 by Marcus.Wassmer
Roll back TAA refactor until we have time to look into the bad interaction with DOF.
Change 3503953 by Arne.Schober
DR - UE-46319 - borked Reflections: The resource transition needs to be in this weired place for PS4 and switch until we teach the interface to know about subresources.
#RB Marcus.Wassmer
Change 3504131 by Rolando.Caloca
DR - Maintain a cache of pipeline and descriptor set layouts
- Fix marker dump
Change 3504462 by Guillaume.Abadie
Fixes an assertion failure that was failing because compute light grid was not done, but the shader used where not necessarily using compute light grid results.
#jira UE-46277
Change 3504779 by Chris.Bunner
Potential static analysis fix.
#jira UE-46360
Change 3504950 by Marc.Olano
Allow Sobol material nodes & textures only if feature level is at least ES3.1
#jira UE-46334
#jira UE-46317
Change 3505035 by Daniel.Wright
Increased MaxSearchCount in GetShaderIncludes. The previous limit of 20 is now getting hit in BasePassPixelShader.usf, causing compiles to fail erroneously.
Change 3505386 by Daniel.Wright
GetShaderIncludes handles infinite recursion gracefully, needed by Metal causing BasePassTessellation.usf to include BasePassVertexShader.usf
Change 3505491 by Rolando.Caloca
DR - Fix crash on first frame of particles on modern APIs
Change 3505557 by Chris.Bunner
[Duplicate] Workaround for outdated shader map crash.
#jira UE-46061
Change 3506071 by Rolando.Caloca
DR - Vulkan fixes
- Fix copy out of bounds reading textures to CPU
- Defer event deletion
- Split validation for errors and warnings
- Skip validation error about attachment not used
Change 3506698 by Guillaume.Abadie
Fixes Composure alpha channel clobering and performance regression in bloom and tonemapper passes caused by scene capture API compatibility breakage brought by Fortnite merge.
Change 3506797 by Rolando.Caloca
DR - Fix static analysis
#jira UE-46428
Change 3506861 by Rolando.Caloca
DR - Fix crash due to layering violation
#jira UE-46424
#jira UE-46431
Change 3508098 by Rolando.Caloca
DR - Fix for Vulkan ES31 crash
- Fix for AMD ensure
Change 3508123 by Rolando.Caloca
DR - Disable occlusion queries on Vulkan to avoid flickering
- Fix for bad HZB & cube mips on Vulkan (now using RHIGenerateMips)
- Fix for decal blending
#jira UE-46376
Change 3509064 by Uriel.Doyon
Changing the logic arround generating an error when HasHadBulkDataCleared() so that it only triggers if the DDC are not found.
#jira UE-46427
Change 3509854 by Marc.Olano
Fix 2D Sobol gray code numbers.
Just changes some numbers in initialization tables, so no effect on existing tests or content.
Change 3509920 by Marcus.Wassmer
Fix LPV fastvram ensure
Change 3509937 by Rolando.Caloca
DR - Fix crash due to deleted viewport
#jira UE-46281
Change 3509988 by Marcus.Wassmer
Roll back part of Sobol fix to avoid full shader recompile for integration.
Change 3510255 by Rolando.Caloca
DR - Fix popup window ensure
#jira UE-46511
Change 3510646 by Marcus.Wassmer
fix ios compiles
Change 3511442 by Rolando.Caloca
DR - Change mesh simplification check to ensure/checkslow to unblock
#jira UE-46538
DONE!
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
CHANGES WITH MULTIPLE PLATFORMS!!! YOU MUST COPY THESE INTO THE OTHER ONES AS MAKES SENSE!!
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
Change 3467095 by Guillaume.Abadie
Nukes all += TEXT(".usf")
#jira UE-45530
Change 3475084 by Guillaume.Abadie
Fixes compilation failure of the shader compiler on PS4 and XboxOne
Change 3477464 by Guillaume.Abadie
Fixes dumpshaderinfo that generate unecessary sub directory, breaking shell scripts.
Change 3494395 by Guillaume.Abadie
Moves all engine shader files into Public and Private directory, and introduce the .ush extensions for header file that do not contains entry points.
DONE!
[CL 3511602 by Marcus Wassmer in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3386262 on 2017/04/10 by Ben.Marsh
Add app-local deployment of DirectX components that are no longer included with newer versions of Windows by default (XAudio 2.7, XInput 1.3). Also add a one-click button to the packaging settings to include the default app-local dependencies, rather than having to specify the path.
Change 3386999 on 2017/04/10 by Ben.Marsh
Plugins: Add support for explicit dependencies from one plugin onto another. Required plugins can be configured in an identical manner to project files, by adding a "Plugins" key to the .uplugin file. Dependencies are automatically built and loaded, and the plugin browser will warn if you try to disable a plugin that something else has a dependency on.
Change 3387073 on 2017/04/10 by Ben.Marsh
Move FLightPropagationRuntimeSettings into the Renderer module, to remove engine dependency on a plugin.
Change 3387988 on 2017/04/11 by Steve.Robb
Comments added to clarify the role of DestructItem and DestructItems.
Change 3388085 on 2017/04/11 by Ben.Marsh
UBT: Fix bEnabled flag on plugin references being ignored. Now collect up all the plugin references in order of priority before creating plugin instances for them. Fixes CIS fail for UT.
Change 3390048 on 2017/04/12 by Richard.Hinckley
#jira UE-43876
Fixed description of Streaming settings (within Project Settings).
Change 3390697 on 2017/04/12 by Steve.Robb
CLASS_PointersDefaultToAutoWeak and CLASS_PointersDefaultToWeak removed.
Change 3390711 on 2017/04/12 by Steve.Robb
AGRESSIVE_ARRAY_FORCEINLINE removed.
Change 3392167 on 2017/04/13 by Robert.Manuszewski
UObject can be added to GC cluster only if all of its Outers can also be added to it.
Fixing asserts caused by components that are added to GC clusters even if their owner actors that can't be in GC clusters.
#jira UE-42948
Change 3392309 on 2017/04/13 by Robert.Manuszewski
When adding objects to clusters after these clusters have been created it's possible to come across objects that are already in the cluster we're adding the object to so instead of crashing, allow it.
Change 3392620 on 2017/04/13 by Ben.Marsh
UGS: Only check for updates every 5 minutes.
Change 3392623 on 2017/04/13 by Ben.Marsh
UGS: Only poll for new changes every 60 seconds.
Change 3392744 on 2017/04/13 by Ben.Marsh
UGS: Query changelist descriptions individually to determine whether changes affect code or content, to hopefully reduce Perforce server load.
Change 3392874 on 2017/04/13 by Ben.Marsh
UGS: Allow specifying regexes in the project config file which filters which changes to be displayed. Useful for changes submitted by build machines, updates to collections, etc...
Change 3392878 on 2017/04/13 by Ben.Marsh
Update UGS to version 1.96
Change 3395635 on 2017/04/17 by Ben.Marsh
UAT: Prefix log output from executing UAT commands through BuildGraph with the name of that command.
Change 3395655 on 2017/04/17 by Ben.Marsh
UAT: Add a command for syncing a DDC over the network (SyncDDC). Allows specifying a maximum size to copy, number of days worth of modified files to copy, and time limit not to be exceeded.
Change 3396989 on 2017/04/17 by Wes.Hunt
CrashReporter configurable tweaks.
* Added QueueWaitingTimeAlertThreshold (used to be hardcoded to 1 min).
- When the queue waiting time gets beyond this many seconds, trigger a slack alert message. Default is 10 min.
- Zero means never alert.
* Added DiskSpaceAvailableAlertInterval (used to be hardcoded to 1 day).
- Interval by which to report disk space availability.
- Default is never (Zero)
* Updated config file to match production config.
#codereview:jin.zhang
Change 3397656 on 2017/04/18 by Ben.Marsh
UBT: Allow modules to opt-out of getting the default include paths from being added, by setting bAddDefaultIncludePaths = false from their build.cs file.
Change 3397677 on 2017/04/18 by Robert.Manuszewski
PR #3167 : Adding more descriptive error text to DetatchLinker error check (by rooneym)
Change 3397722 on 2017/04/18 by Robert.Manuszewski
PR #2252: Increase linker reporting for failed imports (Contributed by FineRedMist)
Change 3397739 on 2017/04/18 by Richard.Hinckley
#jira UE-44100
Fixed SanitizePackageName() to remove double-slash, triple-slash, etc. from package names. Also updated CreatePackage() to call SanitizePackageName() before creating.
Change 3398023 on 2017/04/18 by Ben.Marsh
PR #3105: Cook/package with editor and debugger attached (Contributed by projectgheist)
Change 3398095 on 2017/04/18 by Ben.Marsh
PR #3051: Generate map file from UAT (Contributed by projectgheist)
Change 3398212 on 2017/04/18 by Ben.Marsh
PR #2915: UE-38232: Removed duplicate stats (Contributed by projectgheist)
Change 3399304 on 2017/04/19 by Ben.Marsh
UGS: Prevent editor target files being removed when running custom tools.
Change 3399306 on 2017/04/19 by Robert.Manuszewski
Moved InitPropertiesFromCustomList to UbLueprintGeneratedClass and made it thread safe
Change 3399729 on 2017/04/19 by Steve.Robb
Simple optimization to TBitArray::RemoveAt() when all removed bits are at the end of the array.
RemoveAtSwap() now simply decrements the count instead of calling RemoveAt().
Checks for a positive count added to RemoveAt() and RemoveAtSwap().
Change 3399750 on 2017/04/19 by Jin.Zhang
Order branch alphabetically #RB
Change 3400186 on 2017/04/19 by Steve.Robb
Per-header generated code.
Change 3401458 on 2017/04/20 by Steve.Robb
Static log categories moved out of headers to prevent duplicates when the header is included multiple times.
#jira UE-37507
Change 3401657 on 2017/04/20 by Gil.Gribb
UE4 - Simplified and reworked lock free lists and the task graph bringing all platforms under the same scheme.
Change 3401735 on 2017/04/20 by Gil.Gribb
UE4 - Updated apple platform atomics with a new clang version which is intended to be shared among all clang platforms.
Change 3403362 on 2017/04/21 by Steve.Robb
Algo::Sort() fixed to support C arrays.
Size+count versions of Also::IsSorted() deprecated.
Algo::IsSortedBy() added.
Algo::FindBy() added to allow an element to be found by projection.
Simplifications and generalizations.
Change 3404017 on 2017/04/21 by Ben.Marsh
Fix issue where referenced plugin descriptors were missing from console builds, and prevent monolithic builds from offering to disable missing plugins.
Change 3405299 on 2017/04/24 by Steve.Robb
Clarified the class of the incompatible function in the error message about incompatible BP event specifiers.
#jira UE-35106
Change 3405302 on 2017/04/24 by Ben.Marsh
UBT: Allow excluding documentation from generated project files, by setting <ProjectFileGenerator><bIncludeDocumentation>false</bIncludeDocumentation></ProjectFileGenerator> in the XML configuration file.
Change 3405629 on 2017/04/24 by Ben.Marsh
Rename CPPEnvironment to CppCompileEnvironment, to reflect the class name.
Change 3406431 on 2017/04/24 by Ben.Marsh
UAT: Fix incorrect handling of P4SubmitOptions when multiple values are present.
Change 3406670 on 2017/04/24 by Ben.Marsh
UBT: Enable warnings for classes with virtual functions and no virtual destructor (C4265 on Windows, -fdelete-non-virtual-dtor on Clang).
Change 3407080 on 2017/04/25 by Gil.Gribb
UE4 - Critical fix: Propoerly disambiguate imports with the same name and the same outer name. This fixes an assert: LocalExportIndex.IsNull.
Change 3407486 on 2017/04/25 by Gil.Gribb
UE4 - Made changes so that servers, programs and non-engine executables do not create background or high priority threads.
Change 3407495 on 2017/04/25 by Gil.Gribb
UE4 - Tweaked out XBox and Windows low level file IO.
Change 3407497 on 2017/04/25 by Gil.Gribb
UE4 - Fixed bug in the pak precacher that would result in blocks being discarded too soon, which, in turn, resulted in redudnant reads.
Change 3407705 on 2017/04/25 by Ben.Marsh
Removing most of the junk in DotNETUtilities.
Change 3409701 on 2017/04/26 by Ben.Marsh
Disable another static analyzer warning for third party libraries.
Change 3410074 on 2017/04/26 by Daniel.Lamb
Network platform file runs heart beats and responds to modified file changes.
Cook on the fly server in the editor (COTS) now detects changes to content and notifies client.
Fixed issue with network platform file not using correct sandbox.
#test cook on the side shootergame
Change 3411131 on 2017/04/27 by Steve.Robb
TIsTriviallyDestructible now supports forward-declared enums.
Change 3411186 on 2017/04/27 by Steve.Robb
Fix for #includes in generated code for Within classes which are in a different module from the generated class.
Change 3411917 on 2017/04/27 by Steve.Robb
Fixes to pushing/popping the CPP macro.
Change 3411966 on 2017/04/27 by Steve.Robb
Include spam reduced in generated code.
Change 3412155 on 2017/04/27 by Ben.Marsh
Fix for PVS Studio warning: VFOVInRadians used instead of HFOVInRadians.
Change 3412223 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Calling SetHelperA.Num() twice.
Change 3412273 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Duplicated variable name.
Change 3412511 on 2017/04/27 by Ben.Marsh
PR #3462: Fixed PVS-Studio issues (Part 1) (Contributed by PaulEremeeff)
Change 3412582 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code
Change 3413136 on 2017/04/28 by Robert.Manuszewski
Helper functions for dissolving specific GC clusters
Change 3413310 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code.
Change 3413341 on 2017/04/28 by Gil.Gribb
UE4 - Add prestream capability to allow us to preload always loaded sublevels. Only turned on for Shootergame.
Change 3413351 on 2017/04/28 by Ben.Marsh
Include code analysis macros directly from Platform.h, so that macros are available to everything.
Change 3413352 on 2017/04/28 by Ben.Marsh
Fixing a few more PVS studio warnings.
Change 3413437 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Comparison is always true.
Change 3413759 on 2017/04/28 by Ben.Marsh
Suppressing warnings for PVS-Studio.
Change 3413784 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning.
Change 3413898 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning: Same conditional is checked twice.
Change 3413915 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning: LHS of expression is identical to RHS.
Change 3413989 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: If CurrentGraph->SubGraphs.Num() == 1, it will always enter the first conditional block.
Change 3414053 on 2017/04/28 by Ben.Marsh
More PVS-Studio fixes.
Change 3414062 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Pointer to object goes out of scope without being freed.
Change 3414070 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Fix incorrect condition.
Change 3414071 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Array index is always zero.
Change 3414116 on 2017/04/28 by Ben.Marsh
BuildGraph: Allow marking compile tasks as unsuitable for use with the parallel executor, via an AllowParallelExecutor="false" attribute.
Change 3414160 on 2017/04/28 by Ben.Marsh
Add support for running PVS-Studio through UnrealBuildTool. To use, pass -StaticAnalyzer=PVSStudio to the build command line (similarly, the Visual C++ analyzer can now be invoked using -StaticAnalyzer=VisualCpp). A log file will be written to the Engine/Saved/PVS-Studio or <Project>/Saved/PVS-Studio directory containing diagnostics, which can be opened using the "unparsed output" filter in the PVS-Studio standalone application. High priority warnings are printed to stdout.
Change 3414237 on 2017/04/28 by Ben.Marsh
EC: Allow disabling and enabling the log preprocessor via special markers in the log.
To disable: <-- Suspend Log Parsing -->
To enable: <-- Resume Log Parsing -->
Change 3414343 on 2017/04/28 by Ben.Marsh
UBT: Exclude ThirdParty folders from PVS output.
Change 3414392 on 2017/04/28 by Ben.Marsh
Fix regular strings being casted to BSTRs; BSTRs have a hidden length prefix in the two bytes before the first character, so passing a regular TCHAR* is reading random memory.
Change 3414459 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Object goes out of scope without being freed.
Change 3414495 on 2017/04/28 by Ben.Marsh
Suppress some more PVS-Studio warnings.
Change 3414514 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Testing WorldType being equal to EditorPreview and not equal to Inactive is redundant; changing to match description in comment instead.
Change 3414526 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Variable assigned to itself has no effect.
Change 3415183 on 2017/04/29 by Ben.Marsh
Fix conflict in macro definitions for ENABLE_HTTP_FOR_NFS - rename the macro defined by NetworkFile to ENABLE_HTTP_FOR_NF. Hopefully fix CIS.
Change 3415765 on 2017/05/01 by Ben.Marsh
Suppressing PVS-Studio warning to get things building cleanly. Not sure if FContentHelper is being leaked or not.
Change 3415853 on 2017/05/01 by Ben.Marsh
EC: Fix jobs never completing if a "Sync & Build" step fails. Dependent jobs should evaluate their run conditions as soon as the parent step finishes, rather than waiting for child job steps to be created.
Change 3416138 on 2017/05/01 by Ben.Marsh
Fix Fortnite cook failures. Not sure what the exact problem is here, but my hunch is that discarded "const" causes blueprint compile failures due to not being able to connect output pins between nodes for overloaded functions, or something like that.
Change 3416309 on 2017/05/01 by Ben.Marsh
Build: Fix node names for static analysis.
Change 3416360 on 2017/05/01 by Ben.Marsh
UBT: Remove unused arguments to PrepForUATPackageOrDeploy for Windows.
Change 3416398 on 2017/05/01 by Daniel.Lamb
Cook on the fly NetworkFileServerConnection Remove FileModifiedCallback delegate when the connection is closed.
#test Cook on the side shootergame.
Change 3416826 on 2017/05/01 by Daniel.Lamb
Added callback to game when files are requested reload from networkfileserver.
Game will need to unload / reload effected objects.
Working on simple reload capability in shootergame.
#test Cook on the side shootergame with reloading
Change 3417983 on 2017/05/02 by Ben.Marsh
EC: Remove warning for lines not matching p4 tag syntax when running preflights; multi-line descriptions in shelved changelists break this pattern.
Change 3418747 on 2017/05/02 by Steve.Robb
Fix for const pointer properties.
Fix for UHT debugging manifest.
Test added for pointer properties.
Change 3420477 on 2017/05/03 by Gil.Gribb
UE4 - Removed check from windows async IO layer.
[CL 3421020 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3012064 on 2016/06/13 by Nick.Whiting
Merging Main -> DevVR
Change 3048060 on 2016/07/13 by Nick.Whiting
Integrating CL 3045721 from //depot/Partners/Google/AndroidVR-DevVR
Upgrade Android and iOS GVR SDK to the latest.
Fix the flipped vignette issue when using Unreal's post processing distortion.
Change the Daydream & Cardboard mode to use scanline racing.
Deprecate the ability to turn off individual UI elements.
Change 3235307 on 2016/12/14 by Keli.Hlodversson
Filter out excluded HMD modules during FEngineLoop:PreInitHMDDevice. The final selection still happens in UEngine::InitializeHMDDevice as all HMD plugins have not been loaded during PreInit
Change 3235308 on 2016/12/14 by Ryan.Vance
#jira UEVR-478
Monoscopic far field improvements
Shader changes are now gated behind the read only cvar vr.MonoscopicFarField. Changing this requires a shader compile.
Moved the mono rendering mode to the cvar vr.MonoscopicFarFieldMode. This is writable, so users can enable/disable mono rendering on the fly if the above cvar is enabled.
Only write to the alpha channel in the mobile base pass if the object is opaque and MONOSCOPIC_FAR_FIELD is defined.
Addressed code review comments.
Change 3235397 on 2016/12/14 by Keli.Hlodversson
[Oculus] Only enable GearVR platform on Windows if Oculus service is running
Original author: Loren.McQuade
Change 3235762 on 2016/12/14 by Keli.Hlodversson
Add explicit parentheses to placate the build bots.
Change 3242318 on 2016/12/21 by Ryan.Vance
Working around pixel density crash.
Change 3242522 on 2016/12/21 by Ryan.Vance
Missing flag clear so our adaptive test was always returning true.
Change 3243173 on 2016/12/22 by Ryan.Vance
Integrating post present callback implementation from 4.14.1
Change 3248633 on 2017/01/05 by Keli.Hlodversson
Copying //Tasks/UE4/Dev-VR-Refactoring to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
Change 3248723 on 2017/01/05 by Keli.Hlodversson
Fix after merge. EnablePositionalTracking no longer exists.
Change 3249484 on 2017/01/06 by Keli.Hlodversson
Add missing includes
Change 3249714 on 2017/01/06 by Keli.Hlodversson
Remove monolithic header include
Change 3249980 on 2017/01/06 by Keli.Hlodversson
SteamVR: Remove leftover unused WindowMirrorMode member variable
Change 3252432 on 2017/01/10 by Keli.Hlodversson
Submitting change by Loren McQuade to fix monolithic builds.
Unshelved from pending changelist '3251436':
Change 3257373 on 2017/01/13 by Keli.Hlodversson
#jira UEVR-411: Finish renaming/removing/remodelling the remaining Oculus (Rift+GearVR) commands
#jira UEVR-412: Rename and merge remaining Morpheus console commands
#jira UEVR-417: Remove Exec from IHeadMountedDisplay
Change 3269971 on 2017/01/24 by Jeff.Fisher
UEVR-498 move controller is missing world to meters
UEVR-522 PS4 motion controller worldscale support.
-Passing world to meters scale into getControllerOrientationAndPosition because the thing asking about it ought to be part of a world, and know what it should be. This also avoids making PS4 motion controllers dependent on the HMD. Note Google VR Controller doesn't do position, so doesnt' care about scale. Oculus already had internal threadsafe tracking of world scale, so I left that. Steam handles world scale below our input level.
-Also adding PlayerIndex member to FSceneView so we can figure out which view the MotionControllerComponent should get its worldscale from for the late render thread update.
#jira UEVR-498
#review-3384107
Change 3288308 on 2017/02/06 by Jeff.Fisher
UEVR-517 Detect MotionController Connectivity
-PS4 can only track 2 controllers and 1 hmd. Support for dealing with that is needed.
-Also need to support multiple motion controller components mapped to a single controller. Licencees have done that before.
-Created a new interface IMotionTrackingSystemManagement, and implements it for PS4Tracker on PS4.
-Created a MotionTrackedDeviceFunctionLibrary to expose that interface to blueprint.
-With those one can enable and disable tracking on ps4 controllers and query their state to stay within the controller tracking limit.
-PS4Tracker also keeps a blackboard of the enable/disable state so that one can enable or disable controllers that have not been connected yet, and have them enable tracking or not when they are connected.
-DS4 controller no longer jumps back to 000 if it loses tracking.
#review-3384107
#jira UEVR-517
Change 3288309 on 2017/02/06 by Keli.Hlodversson
Add file missing from CL#3257373.
Change 3288311 on 2017/02/06 by Jeff.Fisher
UEVR-517 Detect MotionController Connectivity - Test content.
-tm-motionControllers has a third mode where all playstation motion controllers for player 0 are availalbe. You can toggle them to track or not with ctrl-P,G,L,R for pad, gun, leftmove, rightmove or with alt-P,G,L,R. Ctrl tests doing so via MotionControllerComponent. Alt tests doing so by player index and controller type enum.
-ctrl-A disables tracking of all controllers
-alt-A disables tracking of all controllers for player 0
-ctrl-D toggles enabling new controllers by default
-Also fixed one button not working in one of the other test modes for the Aim (gun) controller.
-The controller 'models' have an arrow out the front. It is black if disabled. Red if enabled, but no tracker is active, yellow if tracked but inertial only, and green if fully tracked by the camera.
-This logic is in the QA_MoCoAll blueprint.
Change 3291601 on 2017/02/07 by Jeff.Fisher
UEVR-536 PSVR motion controller tracking problem with multiple controllers
-Previous code called GetRelativeTransform from the render thread, but the game thread could update it at any time. This caches that transform so that it can be safely used in the render thread.
#jira UEVR-536
#review-3384107 @Ryan.Vance
Change 3292460 on 2017/02/08 by Jeff.Fisher
PS4 sceVrTrackerGetResult() error warning logging improved, and explanatory comment added.
Change 3308771 on 2017/02/17 by Keli.Hlodversson
Rename GoogleVR console commands
#jira UEVR-412
Change 3309156 on 2017/02/17 by Keli.Hlodversson
Track changes in r.ScreenPercentage on GoogleVR and set RenderTargetSize accordingly.
Change 3311999 on 2017/02/20 by Keli.Hlodversson
Create a default implementation for RecordAnalytics.
Also create an initial stub for FHeadMountedDisplayBase for future default implementations of common HMD functionality.
Make implementing IHeadMountedDisplay::GetDeviceName mandatory instead of defaulting to "Unknown"
#jira UE-21878
#jira UEVR-213
Change 3313467 on 2017/02/20 by Ryan.Vance
#jira UE-41604
3278583
pCustomPresent->AllocateRenderTargetTexture may return false, if we blindly return true we can end up with an invalid render target since the fall back sceneviewport will be skipped.
3278536
Adding ovrError_NoHmd to our sanity check in OnStartGameFrame.
Change 3314002 on 2017/02/21 by Keli.Hlodversson
Fix compilation on PS4 and Linux
Change 3326722 on 2017/03/01 by Jeff.Fisher
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Integrating 4.15 from main.
Change 3327567 on 2017/03/01 by Jeff.Fisher
UEVR-588 Oculus crash on "stereo on" when the proximity sensor is not triggered.
Duplicating from Release-4.15 cl 3327481, 3327542
-Don't ovr_SubmitFrame when the layers need to be recreated. They stay dirty until rendering is unpaused.
#jira UEVR-588
#review-3384107
Change 3328098 on 2017/03/01 by Jeff.Fisher
4.15 merge fixes
-Fixed deprecated enum name function usage.
-Fixed world scale usage in GoogleVRController.
-Fixed compile break in PS4Tracker.
Change 3328271 on 2017/03/01 by Jeff.Fisher
2.15 merge
-restroging GoogleVRController::GetWorldToMetersScale... cause it is used everywhere.
Change 3328307 on 2017/03/01 by Jeff.Fisher
4.15 merge
-More googlevr worldscale fixes.
Change 3328312 on 2017/03/01 by Jeff.Fisher
4.15 merge
-removing 2 unused includes
Change 3330610 on 2017/03/02 by Jeff.Fisher
4.15 merge
-fixing linux build
Change 3333952 on 2017/03/06 by Keli.Hlodversson
Implement common stereo layer management base class and use it in SteamVR and PS4. Fixes an outstanding bug in SteamVR where texures are updated every frame regardles of whether the continous update flag is set or not.
#jira UEVR-628
#jira UE-42555
Change 3334961 on 2017/03/07 by Keli.Hlodversson
Add missing include to fix non-unity builds
Change 3336200 on 2017/03/07 by Keli.Hlodversson
Fix compilation issues. (https://ec-01.epicgames.net/commander/link/jobDetails/jobs/7568252?jobName=UE4+Dev-VR+-+CL+3334961+-+Nightly+Build&s=Jobs)
* Pre VS2015 compilers don't like mixing wide and unmarked strings in concatenation. Unfortunately LOCTEXT hides the call to the TEXT macro, completely hinding the prefix (which only gets added to the first fragment.)
* Switch apparently doesn't know how to format a size_t for analytics either.
Also: Typo in backwards compatibility command name alias
Change 3337347 on 2017/03/08 by Jeff.Fisher
UE-42631 Stereo off while prox sensor uncovered causes low framerate
-Setting maxfps appropriately on 'stereo on/off'.
#review-3384107
#jira UE-42631
Change 3338385 on 2017/03/08 by Ryan.Vance
r.DisableDistortion was only being used for the mobile renderer
Change 3342301 on 2017/03/10 by patrickr.donovan
Test updates to TM-VRSmoke.
Increased lightmap resolution on QA_MeshTypes meshes to improve readbility and reliablility of tests involving said asset.
Rebuilt lighting.
Change 3348133 on 2017/03/15 by Ryan.Vance
Moving mono cvars to scene rendering to avoid cross module references. There's not a good reason to have them in the hmd module anyway.
Change 3348836 on 2017/03/15 by Ryan.Vance
Direct multi-view support for gear vr
Monoscopic far field with multi-view (blit and direct) support for gear vr
Support for translucent objects on both sides of the mono clip plane (due to a sorting issue, objects that straddle the plane composite incorrectly)
Fixed missing discards/clears in the multi-view blit
Change 3348843 on 2017/03/15 by Ryan.Vance
Fixing color/depth target size mismatch when screen percentage scaling results in a size that isn't divisible by 16.
Change 3349276 on 2017/03/16 by Keli.Hlodversson
Fixing compile errors in GoogleVR after merge from main.
Change 3350932 on 2017/03/16 by Ryan.Vance
Re-enabling the gearvr plugin on windows.
Change 3351977 on 2017/03/17 by Jeff.Fisher
Fixing masked member variable.
Change 3352314 on 2017/03/17 by Ryan.Vance
We need to ensure that we don't select different lod levels for each eye.
Change 3352993 on 2017/03/17 by Nick.Whiting
Integrating CL 3345824 from Android-DevVR to Dev-VR. Support for device depth pass in SceneCaptureComponent2D
Change 3355185 on 2017/03/20 by Nick.Whiting
Added ability to disable the autoloading splash screen, which would prevent the hide splash screen node from ever working
Change 3355676 on 2017/03/20 by Nick.Whiting
PR #3384: [GNUX] SteamVR, OpenGL patch. (Contributed by yaakuro), with some minor modifications
Change 3357286 on 2017/03/21 by Jeff.Fisher
Fixing GenerateProjectFiles, looks like the .config. was removed from these references in main some time ago.
Change 3357435 on 2017/03/21 by Jeff.Fisher
Fixing editor build break, looks like a merge mistake.
Change 3359960 on 2017/03/23 by Keli.Hlodversson
Prevent potential crash when drawing tracking sensor location. Also only fetch HMD location once instead of once per tracking sensor.
Change 3361230 on 2017/03/23 by Jeff.Fisher
Fixing linux build opengl include problem... maybe.
Change 3361638 on 2017/03/23 by Jeff.Fisher
Another guess at fixing linux build.
Change 3364224 on 2017/03/24 by Keli.Hlodversson
Initial implementation of UEVR-576 - Base emulated layer implementation
#jira UEVR-668 - Base emulated layer implementation: Initial framework for overrideable default implementation
#jira UEVR-669 - Base emulated layer implementation: Face Locked Layers Support
#jira UEVR-670 - Base emulated layer implementation: Tracker Locked Layers Support
#jira UEVR-671 - Base emulated layer implementation: World Locked Layers Support
#jira UEVR-672 - Base emulated layer implementation: Add support for optionally rendering face locked layers into a separate layer
Change 3364242 on 2017/03/24 by Keli.Hlodversson
SteamVR layers do not support negatve Layer priorities
Change 3364263 on 2017/03/24 by Jeff.Fisher
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Monoscopicfarfieldrendering was just 'accept source', Ryan is going to look at fixing it up.
Change 3364472 on 2017/03/24 by Jeff.Fisher
Merge fix
Change 3364475 on 2017/03/24 by Jeff.Fisher
Fixing gearvr include.
Change 3364486 on 2017/03/24 by Jeff.Fisher
merge fix
Change 3364532 on 2017/03/24 by Ryan.Vance
pso update for mono rendering and stereo layers.
Change 3364599 on 2017/03/24 by Ryan.Vance
Oculus changes for SI1.12
Change 3365159 on 2017/03/26 by Jeff.Fisher
include fix
Change 3365182 on 2017/03/26 by Jeff.Fisher
include fix
Change 3366087 on 2017/03/27 by Ryan.Vance
Remaining files from Oculus changes for SI1.12 merge request.
Fixing a bug in OnlineSubsystem.
Temporarily changing the eye padding change to be a shader clear to work around a clear color binding issue.
Change 3366492 on 2017/03/27 by Ryan.Vance
#jira UE-43294
Moved the clear before we setup state for drawing the mirror window content. It was stomping over state after the pso changes.
Going to leave the shader clear in the rift prerender for clearing the eye padding for now.
Change 3366929 on 2017/03/27 by Ryan.Vance
Fixing compile error
Change 3368549 on 2017/03/28 by Jeff.Fisher
Merging Change: 3357998 from //UE4/Partner-Google-VR/Engine/... to Dev-VR
Upgrade Google VR Plugin to v1.3:
*Upgraded GVR NDK to 1.30.0
*Changed some BlueprintFunction to use BlueprintPure
*Add the missing bDaydream flag in UEDeployAndroid.cs
#review-3384107
Change 3368975 on 2017/03/28 by Ryan.Vance
CIS clean up
#jira UE-43428, UE-43429, UE-43426, UE-43427
Change 3369028 on 2017/03/28 by Ryan.Vance
This is not exacly 'correct', but it's at least what the code was trying to do.
Change 3370203 on 2017/03/29 by Ryan.Vance
Adding gear vr controller component support.
Change 3370918 on 2017/03/29 by Ryan.Vance
Merging 3370569 using Partner-Google-VR_to_DevVR
Change 3371030 on 2017/03/29 by Ryan.Vance
Fixing linux build errors
#jira UE-43426
Change 3371036 on 2017/03/29 by Ryan.Vance
Oculus 4.16 integration.
Not terribly happy with the use of std::string. They promised to clean this up for the next release.
Change 3373495 on 2017/03/30 by Jeff.Fisher
Merging from Dev-Main, in preparation for 4.16
Change 3373578 on 2017/03/30 by Jeff.Fisher
build break, one comma short
Change 3373870 on 2017/03/31 by Jeff.Fisher
Include order fix.
Change 3374001 on 2017/03/31 by Keli.Hlodversson
Use DefaultStereoLayers as base for Morpheus implementation.
#jira UEVR-709 #jira UE-42919
#rb: Jeff.Fisher
Change 3374004 on 2017/03/31 by Keli.Hlodversson
Fix rendering for the default Stereo Layers implementation on mobile.
Depth test was set to "Never" instead of "Always"
Destination texture on GLES is flipped on the Y axis, the coordinates are reversed in the shade when compiled on the relevant platforms.
Change 3375125 on 2017/03/31 by Jeff.Fisher
UE-43506 Ensure using VRPreview with GoogleVR
-Removed the ensure, there is code in there to handle that case, and it works.
#jira UE-43506
Change 3375294 on 2017/03/31 by nick.bullard
Resaving Plugin content to resovle "saved with empty engine version"
#jira UE-43537
Change 3375480 on 2017/03/31 by Jeff.Fisher
UEVR-9 PSVR: Social Screen Support
-Experimental social screen support for 4.16.
-This does the basics of driving output through the Aux port in the proper format for display on the mirror monitor.
-Only supports 30fps on the mirror monitor. 60fps will require the implementation of sony system dialogs to deal with incompatable system features (video streaming, remote play).
-There is a project setting in Morpheus, under experiemental bEnableSocialScreenSeparateMode. This must be set to true to use this feature. When it is false we avoid allocating the back buffers.
-MorpheusFunctionLibrary blueprints now have a node "SetSocialScreenMode" which can switch between SystemMirror (hardware supported mirroring), SeparateTest (alternates black and white), SeparateTexture (displays a texture, eg a render target, specified via blueprint), and SeparateMirror(puts the hmd render buffer on screen - which is both eyes, like a debug mode).
-Also finally updated the bEnabled flag in project settings to tell people it's only for PC.
#jira UEVR-9
#review-3384107
Change 3375540 on 2017/03/31 by Ryan.Vance
#jira UE-43504
Fixing android build break when using a 64 bit isa.
Change 3375655 on 2017/03/31 by Jeff.Fisher
Fixing missing RGBAToYUV shader problem
-This at least unblocks our process. Will revisit before zbr.
Change 3375820 on 2017/04/01 by Jeff.Fisher
Fixing linux build warning about HAS_MORPHEUS
Change 3376050 on 2017/04/02 by Jeff.Fisher
UE-43515 Step 'UE4Editor Static Analysis Win64' - Module.OnlineSubsystemOculus.cpp Warnings
-Temporary fix for static analysis annotation warnings in OnlineSubsytemOculus. Longer term plan is to eliminate the use of the headers that trigger the warnings.
-Just wrap all standard headers in static analysis disables.
#jira UE-43515
Change 3376609 on 2017/04/03 by Jeff.Fisher
Fixing rgbatoyuvshader include.
Change 3377001 on 2017/04/03 by Jeff.Fisher
UE-43547 Launch On PS4 fails during Run command - Missing global shader FRGBAToYUV420CS
- shader c++ must be compiled so that it can be cooked for ps4.
#jira UE-43547
Change 3379858 on 2017/04/04 by Jeff.Fisher
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
pulling main this should get us ps4 sdk 4.508
Change 3379938 on 2017/04/04 by Ryan.Vance
#jira UE-43548
If stereo layers are not being used, don't setup overlay targets as we will never clear/initialize them.
The clear happens as part of the default layers PostRenderView_RenderThread call which wont be called if layers aren't being used in the scene.
Change 3381519 on 2017/04/05 by Jeff.Fisher
UEVR-733 PS4 sdk 4.500 hmd connection api changes break hmd connect.
-Handling failure of sceHmdGetDeviceInformation if the hmd is powered off. It now returns an error code about an invalid handle in that case, rather than reporting unready. We just treat the error code like an unready status.
#jira UEVR-733
#review-3384107
Change 3382019 on 2017/04/05 by Ryan.Vance
Linux: add Vulkan support from dev editor: 3381593
Change 3382021 on 2017/04/05 by Ryan.Vance
SteamVR on Linux using Vulkan
OpenVR rev to 1_0_6
PR #3412: [GNUX] Initial support for SteamVR using Vulkan on GNUX platform. (Contributed by yaakuro)
Change 3382076 on 2017/04/05 by Ryan.Vance
Fixing linux steamvr lib path. It changed to something less silly in 1.0.6
Removing the steamvr plugin from the white list for linux. It's looking for a runtime that no one will have installed.
Change 3383237 on 2017/04/06 by Ryan.Vance
#jira UE-43732
Fixing Android compile issues. We can't wrap portions of a macro with a definie. This should probably be some sort of recursive macro thing since there's so much overlap. Good enough for now.
Change 3383353 on 2017/04/06 by Ryan.Vance
Fixing include cycles.
Change 3383509 on 2017/04/06 by Jeff.Fisher
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
merging the stuff from dev-mobile
[CL 3384106 by Ryan Vance in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
#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]
#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]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170391 on 2016/10/21 by Ben.Woodhouse
Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.
#jira UE-37437
#fyi rolando.caloca, marcus.wassmer
Change 3170659 on 2016/10/21 by Rolando.Caloca
DR - vk - Prep work for state key changes
Change 3170676 on 2016/10/21 by Rolando.Caloca
DR - vk - Reworked blend state keys
- Added depth/stencil to pipeline key
Change 3170848 on 2016/10/21 by Daniel.Wright
Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.
Change 3170849 on 2016/10/21 by Daniel.Wright
Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear
Change 3170995 on 2016/10/21 by Rolando.Caloca
DR - vk - Show object on vulkan validation msgs
Change 3171085 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix pipelines being used with incompatible renderpasses
Change 3171159 on 2016/10/21 by Rolando.Caloca
DR - vk - Fix layout when reading textures on CPU
Change 3171167 on 2016/10/21 by Rolando.Caloca
DR - vk - compile fix
Change 3172462 on 2016/10/24 by Daniel.Wright
Added a warning about shader compile times to the material tooltip
Change 3172463 on 2016/10/24 by Daniel.Wright
Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh
Change 3172716 on 2016/10/24 by Brian.Karis
Fix for crash UE-37369 when reimporting over a generated LOD.
Change 3172967 on 2016/10/24 by Rolando.Caloca
DR - vk - Fix writing buffers while GPU was using them
Change 3174187 on 2016/10/25 by Olaf.Piesche
UE-37020
Change 3174718 on 2016/10/26 by Rolando.Caloca
DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k
Change 3175960 on 2016/10/26 by Rolando.Caloca
DR - Added support for hlslcc header to have custom parsing
Change 3176611 on 2016/10/27 by David.Hill
DrawWireCone confusion:
In response to a UDN, I'm updating confusing parameter names and comments for
DrawWireCone() and DrawWireSphereCappedCone()
Change 3177111 on 2016/10/27 by Rolando.Caloca
DR - vk - Fix timestamps for frame
Change 3177192 on 2016/10/27 by Arne.Schober
DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState
Change 3177278 on 2016/10/27 by Olaf.Piesche
UE-37484
Change 3177297 on 2016/10/27 by Rolando.Caloca
DR - vk - Enable GRHISupportsBaseVertexIndex
Change 3177607 on 2016/10/27 by Rolando.Caloca
DR - vk - SM4 UB prep
Change 3178052 on 2016/10/28 by Arne.Schober
DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.
Change 3178156 on 2016/10/28 by Rolando.Caloca
DR - vk - Added query timer
- Fixed inline issues
Change 3178158 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for out of stencil bits
Change 3178462 on 2016/10/28 by Rolando.Caloca
DR - vk - Fixes for Elemental
Change 3179131 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix for r.Vulkan.UseRealUBs
Change 3179139 on 2016/10/28 by Rolando.Caloca
DR - vk - Move UB ring buffer to context
Change 3179145 on 2016/10/28 by Rolando.Caloca
DR - vk - Fix buffer barriers
Change 3179888 on 2016/10/31 by Rolando.Caloca
DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD
Change 3179923 on 2016/10/31 by Rolando.Caloca
DR - vk - Wait for swapchain counter
Change 3180430 on 2016/10/31 by Rolando.Caloca
DR - vk - Properly wait for occlusion queries/cmd buffer
- Actual log error if trying to use occlusion queries out of order
Change 3180746 on 2016/10/31 by Rolando.Caloca
DR - vk - Undo some waiting as it was on the wrong thread
Change 3182115 on 2016/11/01 by Rolando.Caloca
DR - hlslcc Linux path fix
Change 3182118 on 2016/11/01 by Daniel.Wright
Fixed global distance field seam artifacts from landscapes with no subsections
Change 3182368 on 2016/11/01 by Daniel.Wright
Dynamic Indirect Shadows for static meshes using distance fields
* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
* DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.
Change 3182408 on 2016/11/01 by Rolando.Caloca
DR - vk - Reworked occlusion queries, fixes flickering on AMD
Change 3182585 on 2016/11/01 by Daniel.Wright
PS4 compile fix
Change 3183151 on 2016/11/02 by Rolando.Caloca
DR - vk - Fix issue when processing super quick cmd buffers
Change 3183160 on 2016/11/02 by Rolando.Caloca
Dr - vk - Call reset queries outside render pass
Change 3183182 on 2016/11/02 by Rolando.Caloca
DR - Switch clear
Change 3183194 on 2016/11/02 by Rolando.Caloca
DR - Try to catch crash ahead of time
Change 3183268 on 2016/11/02 by Rolando.Caloca
DR - vk - Rename RenderPassState to TransitionState
Change 3183440 on 2016/11/02 by Daniel.Wright
Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'
Change 3183793 on 2016/11/02 by Daniel.Wright
Added ShadowResolutionScale to lightcomponent
Change 3183796 on 2016/11/02 by Daniel.Wright
Improved bSimulatePhysics comment, with info on why it might be greyed out
Change 3183797 on 2016/11/02 by Daniel.Wright
Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization.
Change 3183915 on 2016/11/02 by Rolando.Caloca
DR - vk - Remove redundant renderpasses
Change 3183991 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3184001 on 2016/11/02 by Daniel.Wright
Better draw event for IndirectCapsuleShadows in stereo
Change 3184096 on 2016/11/02 by Chris.Bunner
HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
Removed some outdated tonemamping cvars and modes.
Change 3184399 on 2016/11/02 by Daniel.Wright
Static analysis workaround
Change 3184455 on 2016/11/02 by Mark.Satterthwaite
Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
#jira UE-38164
Change 3184953 on 2016/11/03 by Chris.Bunner
Fixing CIS warnings.
[CL 3186011 by Marcus Wassmer in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3154832 on 2016/10/07 by Rolando.Caloca
DR - vk - Fix crash on framebuffers with missing textures
Change 3154838 on 2016/10/07 by Rolando.Caloca
DR - vk - Enable clip distance
Change 3154840 on 2016/10/07 by Rolando.Caloca
DR - Remove branch per codereview
Change 3155118 on 2016/10/07 by Rolando.Caloca
DR - vk - Compute pipeline fixes
Change 3155129 on 2016/10/07 by Rolando.Caloca
DR - Added draw events for reflection captures
Change 3155167 on 2016/10/07 by Rolando.Caloca
DR - Use shader clear for platforms that can't use viewport or scissor
Change 3155168 on 2016/10/07 by Rolando.Caloca
DR - vk - Added submit gpu
- Some fixes for Geometry and Compute
Change 3155595 on 2016/10/07 by Rolando.Caloca
DR - vk - Use new render pass system
Change 3155720 on 2016/10/07 by Rolando.Caloca
DR - vk - static analysis fix
Change 3155732 on 2016/10/07 by Rolando.Caloca
DR - Fix clears for platforms that can't use viewports, excluderects or scissor on clear
Change 3156787 on 2016/10/10 by Rolando.Caloca
DR - Fix mem leaks
Change 3156805 on 2016/10/10 by Rolando.Caloca
DR - Improve check msg per licensee
Change 3156815 on 2016/10/10 by Rolando.Caloca
DR - Fix infinite recursion
Change 3157041 on 2016/10/10 by Rolando.Caloca
DR - vk - Fix key access from multiple threads
Change 3158253 on 2016/10/11 by Rolando.Caloca
DR - Fix comment
#jira UE-37128
PR #2852
Change 3158606 on 2016/10/11 by Rolando.Caloca
DR - vk - Accessors
Change 3160418 on 2016/10/12 by Daniel.Wright
Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
Change 3160644 on 2016/10/12 by Arne.Schober
DR - [UE-32613] - OpenGL used to have custom code in the compiler to modify the source so that the same data and matricies can be used as DirectX, unfortunately that causes precission problem. Fortunately there is an extension available (glClipControl) which enables DirectX behaviour in OpenGL and it is widely supported. We only tested Linux and Windows and therfore only default enable on those platforms.
Change 3161219 on 2016/10/13 by Luke.Thatcher
[RENDERING] [!] Fix incorrect shader used in GPU Benchmark causing crash in OpenGL.
Change 3161838 on 2016/10/13 by Daniel.Wright
Fixed level getting added to the dirty list twice when legacy lightmaps are present
Change 3161884 on 2016/10/13 by Arne.Schober
DR - Fix Mac and DCC build
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 3162491 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3162397:
More fixed type-casting on material attributes.
Swapped compiler::forcecast booleans to flags (and fixed a regression).
Change 3163266 on 2016/10/14 by Daniel.Wright
Fixed sublevels with legacy lighting data being added to the dirty packages list redundantly
Change 3163524 on 2016/10/14 by Mark.Satterthwaite
Bring over specific changes from Unicorn branch that increases the size of shader optional data so that it is considerably more useful.
Change 3163529 on 2016/10/14 by Mark.Satterthwaite
Move the Metal shader source code and compilation path into the newly enlarged shader optional data.
Change 3163553 on 2016/10/14 by Mark.Satterthwaite
Speculative fix for FORT-31590 also seen by a licensee - the Metal command buffer handler will be called from a dispatch queue thread that won't be registered with the stats system.
#jira FORT-31590
Change 3163562 on 2016/10/14 by Mark.Satterthwaite
Tidy up and extend the Metal debugging options:
- Added rhi.Metal.BufferScribble which when enabled will fill freed buffer regions with 0xCD to help identify any areas where we are writing to a buffer while it is still being processed on the GPU.
- Added rhi.Metal.BufferZeroFill which will zero-fill newly allocated buffer regions before any other data is read/written. Useful for catching cases where we might be reading uninitialised memory.
- Added rhi.Metal.ResourcePurgeOnDelete which will purge the backing store of resources prior to releasing them back to the system or the respective pool. This will make any use-after-free conditions much more likely.
- Added rhi.Metal.ResourceDeferDeleteNumFrames to defer releasing resources to the system or the resource pool by the specified number of frames (in addition to the current policy of waiting for the current end of frame & command-buffer completion). Useful for tracking down resource lifetime errors.
- Fixed a number of bugs related to the modifications to vertex stream handling and addition of the SetShaderBytes API.
- Track the start & end of FRingBuffer ranges - it appeared that the ring-buffer usage was invalid but it was in fact only my assumptions about the range that needed to be scribbled for rhi.Metal.BufferScribble. There is still the possibility that command-buffers that are implicitly parallelised by the driver may cause the ring-buffer range tracking to go awry - but with our data dependencies and the separation of the async. compute context I don't believe this is likely.
- Fix up the "nometalv2" flag so that we can disable the features only available on iOS/tvOS-10/macOS-10.12 on newer devices to save having to reboot all the time.
- Fixed the flickering geometry when enabling rhi.Metal.RuntimeDebugLevel=4 which breaks render passes into separate command-buffers - the occlusion query was waiting on the wrong command buffer in this case.
Change 3163752 on 2016/10/14 by Mark.Satterthwaite
Add missing parenthesis to fix compile error on iOS.
Change 3164151 on 2016/10/16 by Benjamin.Hyder
Submitting TM-AutoLOD level to QAGame
#jira UE-29618
Change 3164190 on 2016/10/16 by Uriel.Doyon
Materials now hold texture streaming data in the form of (UV scale X UV channel) for each texture.
This data can be disabled through "r.Streaming.UseMaterialData"
Defined a common framework in MeshComponent for texture streaming, used by both StaticMeshes and SkeletalMeshes.
Simplified component interface for using the texture streaming build framework.
Removed intermediate texture streaming build data from the static mesh components.
Fixed shader compilation errors with the decals (from merge with main).
Change 3164636 on 2016/10/17 by Rolando.Caloca
DR - vk - Fix validation spam
Change 3164679 on 2016/10/17 by Arne.Schober
DR - [OR-28457] Part1, Scene View Refactoring - Removed Previous VewMatrices from SceneInfo and pass in Previous and Current ViewMatrices into Uniform Buffer creation to uniform UseCase for Shadows and CustomDepth, Fixed a Bug in Shadows with help of Daniel where the SceneView was copied unnecessary copied again. Also simplified the code in that area.
Change 3164705 on 2016/10/17 by Daniel.Wright
When new levels are loaded, only the Indirect Lighting Cache Allocations intersecting the level's light probes are updated to minimize hitches. This optimization requires a lighting build to compute PrecomputedLightVolume bounds.
Change 3164834 on 2016/10/17 by Daniel.Wright
Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
Change 3164870 on 2016/10/17 by Arne.Schober
DR - [OR-28457] Part2, Custom Depth Jitter - Allowed to overwite the viewconstant buffer in the custom depth pass. There ia also a new Project Setting available. The default constructor of the ContextDataType has been explicitly deleted to enforce compile errors when the templated code like the StaticMeshDrawList accidently tries to create a context without ViewUniformBuffer.
Change 3164949 on 2016/10/17 by Rolando.Caloca
DR - vk - First version of pooled occlusion queries
Change 3165100 on 2016/10/17 by Rolando.Caloca
DR - vk - Added driver version for Nvidia. AMD doesn't have one yet.
Change 3165160 on 2016/10/17 by Rolando.Caloca
DR - vk - Fix for queries not ready
Change 3165230 on 2016/10/17 by Rolando.Caloca
DR - vk - More fixes for occlusion queries
Change 3165839 on 2016/10/18 by Rolando.Caloca
DR - hlslcc - Fix default parameters getting wrong values
Change 3166029 on 2016/10/18 by Rolando.Caloca
DR - Switch some clears to DrawClearQuad()
Change 3166066 on 2016/10/18 by Mark.Satterthwaite
Update ShaderVersion due to CL #3163524
Change 3166067 on 2016/10/18 by Mark.Satterthwaite
Update Mac hlslcc for RCO's 3165839.
Change 3166370 on 2016/10/18 by Brian.Karis
Improved hair AA
Change 3166389 on 2016/10/18 by Uriel.Doyon
Fixed lightmap having bigger resolutions than the engine can handle
#jira UE-34737
#review-3166193 @daniel.wright
Change 3166495 on 2016/10/18 by Rolando.Caloca
DR - vk - Fix occlusion queries
Change 3166516 on 2016/10/18 by Arne.Schober
DR - Fix shaderbuild issue
Change 3166650 on 2016/10/18 by Rolando.Caloca
DR - vk - Enable GRHISupportsFirstInstance
Change 3166799 on 2016/10/18 by Arne.Schober
DR - [OR-28508] - The velocity Rendering pass was missing the adjustment for the PDO
Change 3167855 on 2016/10/19 by Rolando.Caloca
DR - vk - Implemented texture streaming
Change 3168365 on 2016/10/19 by Rolando.Caloca
DR - Fix static analysis
Change 3168405 on 2016/10/19 by Mark.Satterthwaite
Fix the optional shader data changes from Unicorn to prevent FindOptionalData from erronesouly testing against the trailing optional data size, which can match the tag for optional data entries if you are unlucky.
#jira UE-37489
Change 3169467 on 2016/10/20 by Arne.Schober
DR - UE-28039 - Fixed flickering cached shadows on dynamic objects: Adding preshadows whose depths are cached so that GatherDynamicMeshElements will still happen, which is necessary for preshadow receiver stenciling.
Change 3169478 on 2016/10/20 by Arne.Schober
DR - UE-28039 - missing comment
Change 3169845 on 2016/10/20 by Arne.Schober
DR - UE-35937 - readd Merged out check
Change 3169859 on 2016/10/20 by Rolando.Caloca
DR - vk - Stop popping up dialog on every run as the device name in the API doesn't match our driver database
[CL 3170066 by Marcus Wassmer in Main branch]