#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 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 3872507 by Arne.Schober
Back out changelist 3870267
Change 3988916 by Marcin.Undak
Quail/Linux compilation fix #rb none #codereview arciel.rekman
Change 4042277 by Rolando.Caloca
DR - Clear UBs between PSOs on D3D to help track down not setting resources
Change 4042297 by Arne.Schober
DR - Fix case where LPV requires SSAO to run but no GBuffer is available in formward mode. In this case we force the behaviour to use the simple AO (as ASyncAO pass)
#jira UE-42135
Change 4042404 by Jian.Ru
Fix a race condition when RT is disabled and then re-enabled
#jira
Change 4042437 by Richard.Wallis
Mac Localization - Mac now uses FUICommand and NSLOCTEXT to build main menu items. Don't fetch menu items using name since that could change. Lookup using ID's.
Note:
New CB function binding system in *FStartupApplicationToMacMenuBinder*. Added to simplify the existing and new CB function binding.
Update:
Application menu now also gets an update on runtime langauge changed event. Other menu's get updated anyway as per runloop updates.
#jira UE-49526
Change 4042602 by Guillaume.Abadie
Adds support for alpha channel in DOF.
Change 4042603 by Guillaume.Abadie
Gates global sampler behind SUPPORTS_INDEPENDENT_SAMPLERS for nicer error messsage on platform that do not support them.
Change 4042671 by Guillaume.Abadie
Massages DOF's shader code for HLSLCC.
Change 4042772 by Mark.Satterthwaite
Expose the MTLComputePipelineState's label string.
Change 4043013 by Juan.Canada
Fixed bounds of skeletal meshes could be inverted (min > max) with negative scaling. That was breaking occlusion tests in some scenes, creating flicking issues.
#jira UE-49290
Change 4043171 by Rolando.Caloca
DR - Workaround crash on hlslcc
Change 4043182 by Uriel.Doyon
Fixed skylight issues when using pre-exposure.
Improved IndirectIrradiance gbuffer encoding when using pre-exposure.
Change 4043452 by Mark.Satterthwaite
Extensively refactor the MetalRHI GPU profiling code. There is now a "MetalProfiler Start/Stop/Frames=X" in-game command that will spit out JSON files similar to the platform-agnostic TracingProfiler, but this displays the command-buffer encoding and execution which actually makes sense with Metal where we can't arbitrarily insert requests for time-stamps and breaking command-buffers/encoders is expensive.
Change 4044732 by Richard.Wallis
Fix for macOs restoring to fullscreen results in render with large black border. Also tested that is fix doesn't seem to re-introduce UE-51270 (CL 3696161). There appears to be an edge case that can cause the toogleFullScreen: method to not correctly expand window frame to the full screen size - we end up with a frame size of the previous setting. Forcing the correct values doesn't fix the issue - the only consistant fix seems to be to re-introduce the - (NSSize)window:(NSWindow *)window willUseFullScreenContentSize:(NSSize)proposedSize delegate method.
#jira UE-57549
Change 4044741 by Guillaume.Abadie
Fixes a couple of regressions in DOF when using temporal upsampling.
Change 4044753 by Guillaume.Abadie
Fixes a bug in WaveBroadcastIntrinsics.ush
Change 4045010 by Guillaume.Abadie
Creates TM-DepthOfField in QAGame to test DOF.
Change 4045417 by Jian.Ru
Prevent recursive flush
#jira
Change 4045923 by Mark.Satterthwaite
Further insulate private plugin usage within MetalRHI.
Change 4046006 by Mark.Satterthwaite
Simplify dependency on the private module and hope it now builds properly.
Change 4046612 by Mark.Satterthwaite
Apple A9 introduced support for baseVertex & baseInstance, earlier GPUs don't support it at all. The code was incorrectly compiling shaders assuming they did at given Metal shader standard versions. Instead we always compile mobile shaders assuming they don't support base index & vertex and for dektop shaders we now need an A9 or better GPU for it to work.
#jira UE-55234
Change 4047504 by Mark.Satterthwaite
Supress warnings about the missing module when not available or enabled. Also make it work on all Metal platforms.
Change 4048765 by Uriel.Doyon
Fixed compilation issue from CL 4048308
Change 4048776 by Guillaume.Abadie
Fixes a static pixel projection regressions in TAA caused by alpha channel support in DOF.
Change 4049059 by Mark.Satterthwaite
Thread names in the MetalProfiler output and don't load the private module when selecting a device as it isn't useful anymore.
Change 4050290 by Mark.Satterthwaite
Sort out the timebase for all the different Metal clocks when profiling - everything is now in microseconds and seems to line up! Need to rework all the other timing code similarly - but not in this commit.
Change 4050822 by Mark.Satterthwaite
Partial custom counter support - still has bugs.
Change 4051210 by Guillaume.Abadie
Dumps PermutationID of shader when shader compile worker crashes.
Change 4051652 by Guillaume.Abadie
Optimises DOF's reduce with wave broadcast instrinsics.
Change 4051839 by Mark.Satterthwaite
Tiny fix to changing custom counters.
Change 4052553 by Guillaume.Abadie
Implements GATHER_INPUT_LAYOUT_RGB_SEPARATE_COC to save texture bandwidth in gather pass.
Change 4052611 by Guillaume.Abadie
Fixes a crashes in light shaft.
Change 4052916 by Mark.Satterthwaite
Extend the Mac & iOS Frame-Pacer API to proivde the target output time and the intended duration so that the MetalProfiler can record the display V-Blank window.
Change 4053111 by Rolando.Caloca
DR - hlslcc - RequiresNegateDDY()
Change 4053402 by Mark.Satterthwaite
Add instrumentation for buffer & texture allocation and shader & pipeline compilation to MetalProfiler. Everything that I personally care to track should now be in place but the implementation details are grim so there's still plenty of room for improvement.
Change 4053454 by Mark.Satterthwaite
More attempts to allow the builders to compile for Mac in such a fashion that the private module's perfectly innocuous headers don't cause an error.
Change 4053765 by Guillaume.Abadie
Fixes a failure in DOFGather's ShouldCompilePermutation() caused by R11G11B10 change.
Change 4053911 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Rendering-RectLight@4053906 to Dev-Rendering (//UE4/Dev-Rendering)
Change 4053915 by Marcus.Wassmer
Attempt to fix what looks like some unity build rearrangement issue.
Change 4053916 by Marcus.Wassmer
Fix PS4 shader compile issues. Point seems to be a reserved keyword in PSSL
Change 4054642 by Rolando.Caloca
DR - Fix SCW not showing correct callstack/exception info on crashes
Change 4054661 by Mark.Satterthwaite
Make thre MetalBackend convert depth texture sampls to float4 from float to match the expected return type and fix compiler errors.
#jira UE-58670
Change 4054780 by Guillaume.Abadie
Cuts number of shader permutation for DOF's gather pass from 138 to 41.
Change 4054950 by Rolando.Caloca
DR - vk - Fix negated ddy
Change 4055019 by Guillaume.Abadie
Cuts number of shader permutation for tonemapper from ~2k to 64.
Change 4055144 by Guillaume.Abadie
Adds an ensure to catch when there is too many permutations on a global shader.
Change 4055240 by Krzysztof.Narkowicz
Checkboard subsurface fix for resolutions non divisible by 2. Align up subsurface prepare buffer, so downsampling always pickups correct pixel from the full-res buffer.
#jira FORT-79981
Change 4055323 by Rolando.Caloca
DR - Fix GLSL-based platforms
Change 4055387 by Guillaume.Abadie
Adds a point mirror between foreground and background bokeh to be phisically accurate.
Change 4055403 by Rolando.Caloca
DR - Fix uninitialized var causing crash
Change 4055709 by Guillaume.Abadie
Fixes a crash in SunTemple.
Change 4055771 by Guillaume.Abadie
Fixes DOF's reduce pass being compiled for SM4.
#jira UE-58714
Change 4055876 by Rolando.Caloca
DR - hlslcc - Fix crash during loop analysis on empty if() blocks
Change 4056026 by Rolando.Caloca
DR - Enable volumetric fog on Vulkan
Change 4056272 by Guillaume.Abadie
Exposes new DOF settings in post process settings.
Change 4056460 by Brian.Karis
Fix uniform buffer assert.
Change 4057151 by Guillaume.Abadie
Fixes a bug in DOF's temporal stability gathering pass.
Change 4057220 by Guillaume.Abadie
Cherry-picks and reworks experimental AO decal from GDC 2017's The Human Race demo.
AO decal are on purpose not supported with ASync AO, because the proper way location to do that would be right before whenever a pass use it, but is currently challenging to track down considering the screen space AO buffer is used a by a lot of different passes through the scene texture uniform buffer.
#jira UE-53997
Change 4057587 by Rolando.Caloca
DR - Enable Diaphgram DOF on Vulkan
Change 4058022 by Guillaume.Abadie
Exposes new DOF settings to UCineCameraComponent
Change 4058136 by Guillaume.Abadie
Replaces Circle DOF with Diaphragm DOF on supported platforms by default, with renderer settings to fallback.
Change 4058338 by Jostin.Bilyeu
Checking in new map for verifying Mobile rendering features in conjunction with TAAU
Change 4058352 by Matt.Collins
Wrapped NSString for lambda capture.
Change 4058500 by Rolando.Caloca
DR - Fix bad normals & tangents on GL mobile
#jira UE-57769
Change 4058723 by Rolando.Caloca
DR - vk - Split device pipeline cache off generic cache file
Change 4058782 by Mark.Satterthwaite
Rebuild Mac hlslcc for 4055876
Change 4058791 by Mark.Satterthwaite
Force MetalBackend to pick up new hlslcc.
Change 4058840 by Guillaume.Abadie
Fixes a bug in DOF's scalability setting groups
Change 4058928 by Daniel.Wright
Fixed dangling FSceneViewStateReference references getting created when scene capture reallocates its ViewStates array
Change 4059141 by Marcus.Wassmer
PR #3799: Fix for leak in BatchedLines (Contributed by DSDambuster)
Change 4059227 by Brian.Karis
Fix for simple forward
Change 4059269 by Marcus.Wassmer
Update test screenshots to account for minroughness changes from devrectlight
Change 4059478 by Mark.Satterthwaite
It looks like FMetalCompiledShaderCache was misusing FRWScopeLock in ways that I can't believe even compiled - it looks like it ended up creating and destroying the scope-lock as a temporary rather than treating it as a block-local variable.
#jira UE-58773
Change 4059870 by Guillaume.Abadie
Works arround an HLSLCC bug in DOF's recombine pass that was using a AtomicMax(asfloat(MyFloat)).
#jira UE-58850
Change 4060324 by Rolando.Caloca
DR - Very minor render pass
Change 4060328 by Rolando.Caloca
DR - vk - Fix crash when running with r.Vulkan.DelayAcquireBackBuffer=0
Change 4060461 by Jostin.Bilyeu
Updated test map for use during Mobile Rendering based testing. Map name TM-Mobile_TAAU
Change 4060698 by Marcus.Wassmer
Merging xbox compile fix
Change 4060930 by Marcus.Wassmer
Fix android compile
Change 4060971 by Mark.Satterthwaite
Some missing #defines to guard functions that require an external plugin.
#jira UE-58910
Change 4061104 by Guillaume.Abadie
Whitelists mobile tonemapper's high number of permutation in mean time it gets fixed by UE-58014.
#jira UE-58900
Change 4061364 by Jostin.Bilyeu
updated Test map TM-TAAU_Mobile to added lighting importance volume, reflection spheres etc.
Change 4061743 by Mark.Satterthwaite
Fix another build error for iOS.
#jira UE-58827
Change 4061753 by Arne.Schober
DR - Higher precision (16bit per channel) for RecomputeTangent and Skincache
#jira UE-58525
Change 4062236 by Mark.Satterthwaite
AppleTV doesn't appear to support the set*Bytes APIs in Metal.
#jira UE-58580
Change 4062320 by Guillaume.Abadie
Enables bokeh simulation on scattered bokeh on Epic post process settings.
Change 4062402 by Guillaume.Abadie
Phiscally animates the rotation of the bokeh as aperture changes.
Change 4062587 by Mark.Satterthwaite
Fix another Ocean compile error.
#jira N/A
Change 4062811 by Marcus.Wassmer
Only do newton iterations for area lights
Fixes a host of AMD-only bugs
Change 4063174 by Marcus.Wassmer
Workaround shipping build compile error for all clang platforms.
Change 4063760 by Guillaume.Abadie
Changes the default number of diaphragm blades to 7.
Change 4063992 by Marcus.Wassmer
Fix DX12 crash when depthboundstest not available.
Change 4064233 by Rolando.Caloca
DR - Proper fix for GL changes related to tangents
#jira UE-58948
Change 4064323 by Uriel.Doyon
Increase the max number of uavs to 16
#jira 58898
Change 4064428 by Guillaume.Abadie
Fixes a crashes on XB1 when doing async SSAO.
Change 4064525 by Uriel.Doyon
Better logic for depth bound support in d3d12.
#jira 58956
Change 4064694 by Jian.Ru
Fix a bug in FMaterialBakingModule::ReadTextureOutput caused by uninitialized variables
Change 4064873 by Guillaume.Abadie
Fixes wrong resource transitions in DOF's reduce passes.
Change 4064956 by Guillaume.Abadie
Disables R11G11B10 optimisations on platforms that can't supports more than 8 UAVs.
Change 4065215 by Arne.Schober
DR - Make Clang Happy the standart says: "A variable or non-overloaded function whose name appears as a potentially-evaluated expression is odr-used unless it is an object that satisfies the requirements for appearing in a constant expression (5.19) and the lvalue-to-rvalue conversion (4.1) is immediately applied."
In English this means that when the reference is taken (or it is passed by reference) the pointers could be compared and therefore needed to be allocated.
Change 4065312 by Guillaume.Abadie
Fixes D3D12RHI doing a draw indexed indirect behind a DrawPrimitiveIndirect()
Change 4070361 by Guillaume.Abadie
Fixes resource transitions for PS4. PS4 RHI's logic to check for resource transition is still buggy.
Change 4070778 by Marcus.Wassmer
Fix bad merge
Change 4071337 by Rolando.Caloca
DR - vk - Do not spam log
Change 4048308 by Uriel.Doyon
Merging //UE4/Partner-MGPU to Dev-Rendering (//UE4/Dev-Rendering) at CL 4047519 :
- Fixed d3derror when resizing the window in multi-gpu.
- Fixed d3d12 checks when exiting in multi-gpu.
- Command context containter can now only be used with a single gpu mask. This cleans up passing the mask everywhere.
- RenderPass now reuse the current GPUMask instead of assuming the view mask. Decoupling furter more the binding.
- Removed of IRHIComputeContext::GetContextForGPUMask().
- Removed GPUMask from QueueRenderThreadCommandListSubmit and QueueCommandListSubmit since it is now a member of FRHICommandListBase.
- FRHICommandListBase::CopyContext() can not change anymore the GPUMask and the target list must have the same GPUMask as the reference one.
- Command lists now have a GPU mask set at creation time.
- Support for immediate command list GPU mask.
- Using the new SCOPED_GPU_MASK where we previously used a new command list on the stack.
- Refactored most NodeMask naming to GPUMask, and also "const FRHIGPUMask&" to "FRHIGPUMask".
- Commandline option "-mgpu" is now replaced by "-MaxGPUCount=" and "-PresentGPU="
- Multi-gpu modes are now controlled through -mgpumode={ gpu0, gpu1, broadcast, avr, afr }
- Defines WITH_SLI and WITH_MGPU now control the path to multi-gpu support in the engine.
- Variable GNumActiveGPUsForRendering is now split in GNumAlternateFrameRenderingGroups and GNumExplicitGPUsForRendering.
[CL 4072858 by Marcus Wassmer in Main branch]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3873313 by Nick.Atamas
Merging CL 3834212 using //UE4/Dev-VR=>//Tasks/UE4/Dev-VR-4.19a
Merging CL 3805354, CL 3822769, CL 3827454, CL 3831789
//UE4/Partner-Google-VR/Engine/...
to //Tasks/UE4/Dev-VR-4.19a/Engine/...
Change 3873330 by Nick.Atamas
Merging CL 3835373 using //UE4/Dev-VR=>//Tasks/UE4/Dev-VR-4.19a
Merging CL 3777058
//UE4/Partner-Google-VR/Engine/...
to //Tasks/UE4/Dev-VR-4.19a/Engine/...
and fixing up QAARApp to work with latest ARCore changes.
Change 3873791 by Nick.Atamas
Merging //UE4/Dev-Main@3866324 to Dev-VR (//UE4/Dev-VR) to get missing files and fixing CIS.
Change 3933769 by Keli.Hlodversson
Remove unused IStereoRendering::GetCustomPresent
#jira UEVR-1083
Change 3935219 by Nick.Atamas
QAARApp re-write.
Change 3935664 by Mike.Beach
Oculus SI 1.23 changes
Change 3941505 by Joe.Graf
Made the send & recv buffer sizes for the BackChannel plugin configurable
Added send & recv counters for tracking the amount of transmission data
Change 3944003 by Joe.Graf
Added -buildscw to the CMake build command lines for editors to match what XCode is doing on Mac
Change 3945189 by Douglas.Copeland
Saving Material with Use w/ Static Lighting Flag set to resolve Engine warnings
Change 3945245 by Douglas.Copeland
Resaving QA_MeshTypes asset to resolve warnings produced by missing info
Change 3945266 by Douglas.Copeland
Updating TM-HMDNodes LevelBP WallofGets to use PxielDensity instead of ScreenPercentage. Resolving Engine warnings
Change 3947785 by Mike.Beach
Oculus changes to Android core count - only count usable cores not deadicated to the OS, etc.
Change 3951763 by Joe.Graf
Fixed thread ordering bug with remote session frame compression
Change 3952242 by Joe.Graf
Saved about 20-25% of the cpu time for compressing jpeg when performing the cpu swizzle
Change 3954571 by Keli.Hlodversson
* Add FXRRenderBridge base class containing common code from different CustomPresent implementations.
* Create a default implementation of UpdateViewportRHIBridge in FXRRenderTargetManager by adding GetActiveRenderBridge_GameThread.
** The default implementation now handles calling View->SetCustomPresent instead of making it up to the custom present (now XRRenderBridge) implementation (it already had to handle when the custom present was null.)
* Remove unused member variable ViewportRHI from RHICustomPresent.
#jira UEVR-1081
Change 3954572 by Keli.Hlodversson
* Apply XRRenderBridge and XRRenderTargetManager changes to the SteamVR plugin
* Move duplicated methods into an already existing BridgeBaseImpl class
#jira UEVR-592
Change 3954573 by Keli.Hlodversson
* Apply XRRenderBridge refactor to Oculus plugin
#jira UEVR-590
Change 3954575 by Keli.Hlodversson
* Apply XRRenderBridge refactor to OSVR
#jira UEVR-595
Change 3954578 by Keli.Hlodversson
* Apply XRRenderBridge refactor to GoogleVR
#jira UEVR-594
Change 3954596 by Keli.Hlodversson
Add file missing from cl#3954572
Change 3957882 by Jeff.Fisher
UEVR-1100 bLockToHmd false doesn't work correctly
-CameraComponent can now tell the LateUpdateManager to store, correctly buffered, the fact that we don't want to do late update this frame. DefaultXRCamera checks that flag before applying the late upate to the camera.
#jira UEVR-1100
#review-3956168
Change 3957945 by Jeff.Fisher
Fix for Oculus begin/end frame problem after XRRenderBridge refactor.
-The 'Frame' lifetime in the frame was not long enough, so it was null by the time GetActiveRenderBridge_GameThread was called. NextFrameToRender is the same value, but has a long enough lifetime.
#review-3957897
Change 3958760 by Dongsik.Seo
Adding UseCameraRotation feature to StereoPanorama plug-in.
To enable this feature, use console command
SP.UseCameraRotation 7
Simply add numbers to mark axis to use. 1 = Pitch, 2 = Yaw, 4 = Roll
7 means all axis (1+2+4)
#review-3958756 @Joe.Conley
Change 3959347 by Douglas.Copeland
Fixing spelling errors in test displays
Change 3964331 by Jason.Bestimt
Merging CL 3959979 from 4.19 to Dev-VR + uplugin change from CL 3954046
GoogleARCore Plugin fixes for Unreal 4.19.1 hotfix:
Fixed the crash in Acquire/Release UGoogleARCorePointCloud.
Fixed the issue that multiple line trace channel doesn't work correctly.
Fixed the issue the passthrough camera texture has blue and red channel swapped when building against gles 3.1
Fixed the issue that UGoogleARCorePointCloud::GetPoint doesn't return position in world space.
Change 3967485 by Ryan.Vance
Removed the exlude rect, we want to clear stencil on the entire surface.
Change 3968028 by Zak.Parrish
Nuking contents of existing FaceARSample, to be replaced by the one from Release-4.19.
Change 3968114 by Zak.Parrish
Adding in the new version of FaceARSample from Release-4.19 #rb none
Change 3978381 by Mike.Beach
Mirroring CL 3969503 from 4.19
Only triggering new Blueprint event, OnMotionControllerUpdated, from the game thread (causing a assert/crash when triggered from the render thread and the component has been destroyed on the main thread).
#jira UE-55445
Change 3981160 by Joe.Graf
Merged the BackChannel unit test fix over from Owl
Change 3981705 by Mike.Beach
[WIP] MR Calibration - Expose a config setting that will alter the tracking origin type used to calibrate (eye vs. floor).
#jira UE-55220
Change 3981898 by Joe.Graf
Added support for Apple hardware accelerated image conversion to JPEG, TIFF, PNG, and HEIF
Added a Blueprint latent action to perform the conversion in the background
Change 3981910 by Joe.Graf
WIP AR texture support so that other systems can interact with the camera data
Change 3982102 by Joe.Graf
Pull request: Update CMakefileGenerator.cs for CLion
Fixed an issue in the PR and added cleanup for the macro errors that result in FOO()= definitions
#jira: UE-57103
GitHub #4619
Change 3982883 by Joe.Graf
Added a CLionGenerator for consistency
Fixed editor preferred source code accessor parsing in the project file generator
Added code to detect the bad assumption of the project name always being UE4 and stripped that off in the CLionSourceCodeAccessor
#jira UE-54801
Change 3983687 by Joe.Graf
Fixed the lack of platform checks for adding a framework in the Apple image utils plugin causing a Switch compile error
Change 3984325 by Jeff.Fisher
UEVR-1141 PSVR - fix morpheus on pc render target scaling
-Hard coding the target size. Perhaps the old method broke with the pixel density change.
#review-3983261
Change 3984563 by Joe.Graf
Temporarily disabled ConvertToHEIF on Mac until the build machines are updated to XCode 9.3
Change 3985213 by Zak.Parrish
Removing a ton of excess art assets that were taking up lots of space and possibly throwing warnings. We weren't going to use them anyway. #rb none
Change 3985577 by Joe.Graf
WIP support for the Apple Vision API to perform computer vision tasks on images
Change 3985654 by Joe.Graf
Fixed missing forward declaration hidden by unity files
Change 3990596 by Mike.Beach
Adding a delegate for handling when the active XR system modifies the tracking space origin, and a API function for getting a transform between floor and eye space.
#jira UE-55220
Change 3990788 by Mike.Beach
Attempted CIS fix (fallout from CL 3990596)
Change 3990824 by Ryan.Vance
Re-submitting 4.19.1 hotfox 3968537
Change 3995804 by Jeff.Fisher
Merging cl 3995785
//UE4/Dev-VR-Seal/Engine/Source/...
to //UE4/Dev-VR/Engine/Source/...
UEVR-1148 bLockToHmd change breaking qagame entry level xr camera behavior
-Fixing late update when no camera component is in use.
-The camera component's bLockToHMD==false behavior is supposed to be that hmd motion is ignored, meaning we should not do a late update. This behavior is being applied TO the XRCamera system FROM the camera component, but the camera component can go away or be switched at any time. We want the default to be do apply hmd motion and late update, so disabling late update needs to be a positive setting applied each frame.
#review-3995764
Change 3999842 by Nick.Whiting
Exposing Apple ARKit function library as public for our buddies down under.
Change 4005541 by Joe.Graf
UE-57541 Blacklisted TVOS since it also defines PLATFORM_IOS as 1
#jira UE-57541
Change 4006308 by Jason.Bestimt
#DEV_VR - Hopeful fix for possible unity issue
Change 4006543 by Joe.Graf
Added code to be more correct on setting face blendshapes
Change 4007508 by Jason.Bestimt
#LUMIN - Adjusting automation tests.
- Moved QA specific content test into QA Game
- Wrapped controller not found to only happen on device
Change 4007515 by Jason.Bestimt
#LUMIN - Disabling privilege warning except on device
Change 4007552 by Jason.Bestimt
#LUMIN - Wrapping LuminTargetPlatform internals that require WITH_ENGINE
Change 4008585 by Joe.Graf
Added virtual curves for the head rotation information from the FaceAR's face tracking for streaming via LiveLink
#jira: UE-57830
Change 4008604 by Mike.Beach
MR - Making the chroma key material easier to customize & switch out. Updating the calibration to let you set whatever params you've exposed in the video processing material (removing hardcoded params for old chroma keying material).
#jira UEVR-1153
Change 4009396 by Jason.Bestimt
#DEV-VR - Removing warning about stat on different threads (CL 4009124)
Change 4009514 by Joe.Graf
Added a weighted moving average method to the modify curve anim node
Change 4010125 by Jason.Bestimt
#DEV-VR - Integrating 0.12 changes from Dev-VR-Seal to Dev-VR
Change 4010434 by Jason.Bestimt
#DEV-VR - Fix for Lumin Haptic Test include
Change 4010945 by Jeff.Fisher
QAHapticTests build fix
-removed unused bad include
Change 4011002 by Nick.Atamas
Fixed Android compilation.
Change 4011220 by Nick.Atamas
- Adding visualization for boundary polygons.
- Adding support for vertical planes.
Change 4011298 by Mike.Beach
MR - Revamping the VideoProcessing/ChromaKeying material so that it:
1) Better extracts luminance from the image
2) Utilizes despill to remove chroma bleed from the scene
3) Leverages the generated despill mask to add back in a faux bounce
#jira UEVR-1153
Change 4011858 by Keli.Hlodversson
Move ExecuteOn(RHI|Render)Thread from Oculus plugin into XRThreadUtils.{h|cpp} inside the HMD module
Use TFunction and TFunctionRef instead of std::function as arguments. (Depends on the changes in CL#3987166: Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures.)
-- Ref for methods that guarantee the function has been invoked before returning, TFunction for *_NoWait, as the function may not get execured until later when RHI is in a separate thtread and not bypassed.
#jira UE-57380
Change 4011956 by Keli.Hlodversson
Fix missing includes after CL#4011858
Change 4012096 by Joe.Graf
Disabled building AppleVision on Mac until there's a good solution for older Mac OSes
Change 4012294 by Jason.Bestimt
#DEV-VR - Adding dependency on LuminRuntimeSettings to MagicLeap module. Hopefully, this will fix the generated files not being found
Change 4012390 by Jason.Bestimt
#DEV-VR - Misc fixes for static code analysis issues
- Guards around GEngine usage
- Fix from Rolando for uint32 -> uint64 + shifting warning
- Redundant if checks
Change 4013426 by Jason.Bestimt
#DEV-VR - Guarding RestoreBaseProfile so we don't crash on exit
#JIRA: UE-57960
Change 4014661 by Ryan.Vance
Initial support for omni-directional stereo captures.
https://developers.google.com/vr/jump/rendering-ods-content.pdf
Change 4015561 by Jason.Bestimt
#DEV-VR - Moving MLSDK out of thirdparty directory to fix static code analysis issue
Change 4016202 by Jason.Bestimt
#DEV-VR - Integrated CL 2685 from Seal depot
#JIRA: UEVR-1157
Change 4016448 by Jason.Bestimt
#DEV-VR - Adding LuminRuntimeSettings as dependent modules for anything that references the MLSDK
Change 4016457 by Ryan.Vance
#jira UE-58018
Cleaning up compiler errors/warnings.
Change 4017246 by Jason.Bestimt
#DEV-VR - Potential fix for UE-58043 where metal asserts that it should be in the render thread rather than either the render thread OR RHI Thread
#JIRA: UE-58043
Change 4018571 by Joe.Graf
Added a remapping of curve values in a range to the modify curve anim node
Change 4018991 by Joe.Graf
Wrapped vertical plane detection in a if iOS 11.3 check since ARKit 1.5 is only availabe from 11.3 on
#jira: UE-57999
Change 4019068 by Joe.Graf
Changed how Apple Vision support is enabled in code
#jira: UE-57552
Change 4019194 by Joe.Graf
Added a console command to change where Face AR is publishing LiveLink curve data "LiveLinkFaceAR SendTo=192.168.1.1"
Change 4019648 by Keli.Hlodversson
Work around build failures caused by missing virtual destructor warnings.
Reverting back to Oculus' original method of implementing own RHICommand wrapper around TFunctions and TFunctionRefs (using overloaded inline functions and templates to reduce code duplication.)
Change 4019871 by Joe.Graf
Changed the __IPHONE_11_3 to the raw numeric value
Change 4020121 by Keli.Hlodversson
Fix parameter types to match header declarations.
Change 4020127 by Keli.Hlodversson
Remove dllimport/export macros from cpp file.
Change 4020621 by Joe.Graf
Wrapped the Apple ARKit plane geometry building in a #if IOS_11_3 check
Change 4020910 by Joe.Graf
Refactored how ARKit support #define to make it easy to wrap individual features by ARKit version
Change 4020952 by Joe.Graf
Added checks to make sure PLATFORM_IOS and PLATFORM_TVOS are defined to 0 on non-Apple platforms when checking for ARKit
Change 4021116 by Jason.Bestimt
#DEV-VR - Integrating CL 4005915 from Dev-Core to remove plugin modules that aren't supported on target platform
Change 4021320 by Joe.Graf
Fixed warnings resulting from unity builds hiding them
Change 4021738 by Chad.Garyet
- adding lumin filters
- changing defaults for platforms back to true, this was brought over erroneously.
#jira none
#ROBOMERGE: Dogma, Nightlies
Change 4021898 by Chad.Garyet
added missing bits from the ue4main script
#jira none
#ROBOMERGE: Dogma, Nightlies
Change 4022583 by Joe.Graf
Added functions for checking ARKit version availability at runtime
Change 4022610 by Joe.Graf
Added checks for ARKit 1.0 availability when creating the AR session to prevent calling invalid selectors on older iOSes
Change 4022616 by Joe.Graf
Added support for enabling the ARKit 1.5 autofocus setting
Change 4022650 by Joe.Graf
Defaulted autofocus for AR to on
Change 4023026 by Joe.Graf
Changed the ARKit video overlay to use the new availability api
Change 4023124 by Joe.Graf
Switched another version check in the ARKit overlay code to use the faster version
Change 4023489 by Ethan.Geller
[Dev-VR] #jira none fix AudioMixerModuleName for Lumin. #fyi nick.whiting, jason.bestimt
Change 4023995 by Nick.Atamas
Properly deprecated the bitfield for plane detection mode.
#jira UE-57842
Change 4024992 by Jason.Bestimt
#DEV-VR - Adding SupportPlatforms to MagicLeapAnalytics plugin
Change 4025702 by Jason.Bestimt
#DEV-VR - Fix for loading ML libraries even when the MLSDK is not present
#JIRA: UE-58033
Change 4026639 by Mike.Beach
Removing innocuous Oculus error that did not match up with the rest of the code - it is handled/acceptable when Frame_RenderThread has been reset.
#jira UE-58001
Change 4026949 by Mike.Beach
MR - Making a few fixes to the lens undistortion and how it interacts with the MRC component...
- Switching to a 16bit displacement map instead of a 32bit UV map (updating the materials accordingly)
- Using the OpenCV focal ratio to scale the aspect ratio to avoid stretching from the undistortion
- Adding CVar commands to enable/disable pieces of the undistortion
- Changing the default undistortion cropping to be uncropped
- Removing the need for the 'EnableMapping' material parameter
#jira UE-55195
Change 4027147 by Jason.Bestimt
#DEV-VR - Fix for UE-58043 (more call sites where it should be Render OR RHI thread)
#JIRA: UE-58043
Change 4027301 by Mike.Beach
Updating the MRCalibration project's ini so it doesn't error on packaging.
Change 4027469 by Mike.Beach
MR Calibration - Setting StartInVR to true, so when we package the app, we don't have to manually enable it.
Change 4027957 by Mike.Beach
As part of renaming the MR plugin, first renaming the root folder to be MixedRealityCaptureFramework.
#jira UE-57782
Change 4029182 by Keli.Hlodversson
Revert back to not enqueuing RHI tasks when RHI is not on a separate thread. Oculus code depends on being able to call ExecuteOnRHIThread from code potentially called from within other calls to ExecuteOnRHIThread.
#jira UE-58079
Change 4029687 by Dragan.Jerosimovic
Boy rig and pose asset mb files, maps and masks
Change 4030059 by Mike.Beach
As part of renaming the MR plugin, renaming the inner module to be MixedRealityCaptureFramework.
#jira UE-57782
Change 4030296 by Charles.Egenbacher
#LUMIN Copying from Dev-Incoming-Staging to Dev-VR
Change 4030593 by Jason.Bestimt
#DEV-VR - Merging olaf test maps to Dev-VR
Change 4031042 by Keli.Hlodversson
Allow executing ExecuteOnRHIThread* on the RHI thread. Enables simplifying destructors that can either be invoked on the RHI or Render thread.
#jira UE-58239
Change 4031046 by Keli.Hlodversson
Use the new XRThreadUtils functions in the HMD module for executing tasks on the RHI thread
#jira UE-58238
Change 4032593 by Mike.Beach
As part of renaming the MR plugin, renaming the inner module to be MixedRealityCaptureCalibration.
#jira UE-57782
Change 4033911 by Jason.Bestimt
#DEV-VR - Fix to LuminToolChain to allow it use a custom strip executable (android instead of gcc)
Change 4034087 by Mike.Beach
Renaming the MR plugin to be the 'MixedRealityCaptureFramework' plugin.
#jira UE-57782
Change 4034253 by Joe.Graf
Made the Apple Vision plugin use version checking consistent with ARKit
Change 4034543 by Joe.Graf
Added availability checks for the Apple Image Utils plugin similar to ARKit
#jira: UE-57541
Change 4034548 by Joe.Graf
Fixed the implicit conversion in the head rotation curves from the face ar feed causing the values to be 0
Change 4034577 by Jason.Bestimt
#DEV-VR - Removing MAC Custom Metal present (fixes Mac with -game rendering all black)
Change 4034605 by zak.parrish
Checking in test case for head rotation tracking - minor temporary change to AnimBP #rb none
Change 4034686 by Jason.Bestimt
#DEV-VR - Integrating (most of) CL 3980919 to disable instances of deprecation warnings caused by building for ios11
#JIRA: UE-58046
Change 4034799 by Joe.Graf
Added base types for detecting images in a AR session
Change 4034820 by Joe.Graf
Added a friendly name to UARCandidateImage objects
Change 4035010 by Joe.Graf
Added support for handling ARImageAnchor notifications from ARKit
Change 4035355 by Mike.Beach
[WIP] MR - Renaming some classes to reflect the plugin's new name.
#jira UE-57782
Change 4035464 by Joe.Graf
Added orientation to the ARCandidateImage object to pass to the detection system
Change 4035524 by Mike.Beach
[WIP] MR - More renaming of some classes to better match the plugin's new name.
#jira UE-57782
Change 4035606 by Mike.Beach
[WIP] MR - More renaming of some classes to better match the plugin's new name.
#jira UE-57782
Change 4035918 by Mike.Beach
[WIP] MR - Renaming the MrcFramework module's source files to better match the plugin's new name.
#jira UE-57782
Change 4035976 by Mike.Beach
[WIP] MR - Renaming some more files and classes to better match the MRC framework's new name.
#jira UE-57782
Change 4036044 by Ryan.Vance
#jira UEVR-377
Adding support for ISR Translucency.
Change 4036069 by Ryan.Vance
We can remove the last word PrimitiveVisibilityMap masking for ISR since the maps are always the same size between views.
Change 4036073 by Chance.Ivey
Fixed select blocks on LuminSamplePawn and GesturesAndTotem map to reflect recent changes. Fixes #JIRA UE-58328 #rb none
Change 4036307 by Mike.Beach
[WIP] MR - Renaming the MRC calibration files to better match the MRC framework's new name.
#jira UE-57782
Change 4036314 by Mike.Beach
[WIP] MR - Renaming some more calibration classes to better match the MRC framework's new name.
#jira UE-57782
Change 4036319 by Charles.Egenbacher
#LUMIN this is an out-of-date version of the lumin sample. Nuking.
Change 4036396 by Charles.Egenbacher
#LUMIN Adding the up to date version of the LuminSample.
Change 4036485 by Sorin.Gradinaru
UE-57773 Disable Thermals Message
#4.20
#iOS
Add in the Remote Session App BP an Execute Console Command node immediately after Event Begin Play, disabling all on-screen messages, for all builds.
Change 4036695 by Jason.Bestimt
#DEV-VR - Adding Lumin case to PrecompileTargetType check
Change 4037110 by Jason.Bestimt
#DEV-VR - Extra deprecated macro guards around HarfBuzz includes
#JIRA: UE-58046
Change 4037443 by Jason.Bestimt
#DEV-VR - Merging CL 4028003 from Partners-Google
Change 4037490 by Jason.Bestimt
#DEV-VR - Integrating CL 4028922 from Partners-Google (+ assignment guarding)
Change 4037691 by Jason.Bestimt
#DEV-VR - Swapping order of comparrison operator to deal with const error
Change 4037892 by Joe.Graf
Added UTexture2D to CGImage conversion in Apple Image Utils plugin
Change 4037894 by Joe.Graf
Changed the name of a property to make it clearer as to what it is and to have fewer things named similar in the same system
Change 4037901 by Joe.Graf
Added support for configuring which images you'd like detected during a AR session
Change 4037906 by Jason.Bestimt
#DEV-VR - Fixing buckled logic for =operator (derp)
Change 4038293 by Mike.Beach
[WIP] MR - Moving the calibration setup/level/content into its own project, and out of the MR plugin.
#jira UE-57782
Change 4038403 by Joe.Graf
Added the name from the candidate image when creating the Apple side representation
Change 4038488 by Mike.Beach
[WIP] MR Calibration - Moving calibration specific files to the MRCalibration project, out of the plugin (followup to CL 4038293). This makes the MRCalibration project a code project now.
#jira UE-57782
Change 4038776 by Chance.Ivey
Updates to Fix for Gestures change. Affects #JIRA UE-58328, though other non-content issues may cause packaging to fail #rb none #fyi Nick.Whiting
Change 4038877 by Mike.Beach
[WIP] MR - Renaming assets to better match the new plugin name.
#jira UE-57782
Change 4039097 by Joe.Graf
Fixed the public include path warnings in the Apple* plugins I added
Change 4039106 by Joe.Graf
Worked around a bad compile time assert that blocked valid FString::Printf debug code
Change 4039209 by Jeff.Fisher
Fixing one build script paths
Change 4039275 by Jeff.Fisher
More include path fixes.
Change 4039415 by Joe.Graf
Added support for remote session sending AR camera image data to be rendered on the host like we do for AR on device
Change 4039471 by Joe.Graf
Added a file I missed when adding to the remote session plugin
Change 4039473 by Joe.Graf
#ifdef-ed some code out until the linkage can be fixed
Change 4040249 by Mike.Beach
[WIP] MR - Moving some more asset files that aren't needed for the MRC plugin
#jira UE-57782
Change 4040365 by Mike.Beach
Fixing a compiler issue in the MRCalibration project, since moving MRC files there (WITH_OPENCV is not defined for the project).
#jira UE-57782
Change 4040455 by Mike.Beach
Moving the few remaining methods that were calibration specific, sprinkled through the MRC plugin.
#jira UE-57782
Change 4041404 by Mike.Beach
Fixing an issue with BP async nodes - making it so their wrapped function can be renamed and redirected.
Change 4041406 by Mike.Beach
MR - Splitting the Mrc video util library so that the BP functions needed for calibration aren't exposed to users.
#jira UE-57782
Change 4042110 by Jason.Bestimt
#DEV-VR - Stopping spew for ML eye tracking when not on platform
#JIRA: UE-58365
Change 4042407 by Joe.Graf
Disabled HEIF compression on Mac
#jira: UE-58479
Change 4042727 by Jason.Bestimt
#DEV-VR - Fix for Android compiling without version 24
Change 4042861 by Olaf.Piesche
#jira UE-57784
Change 4043105 by Mike.Beach
Exposing a way for programmers to strip save game headers from save data, and get to the tagged object serialization portion.
#jira UE-58389
Change 4043120 by Mike.Beach
MR - Loading the base save data, even if we're unable to fully construct the original save object class.
#jira UE-58389
Change 4043401 by Mike.Beach
New Oculus poke-a-hole material, in support on SI 1.25. Checking in to alleviate QA contention for testing the rest of SI 1.25.
#jira UEVR-1143
Change 4043424 by Mike.Beach
Oculus SI 1.24/1.25 - Engine rendering changes
#jira UEVR-1143
Change 4043495 by Mike.Beach
CIS fix - Missing files needed for the Oculus SI 1.24/25 Vulkan changes.
#jira UEVR-1143
Change 4043642 by Zak.Parrish
Changes to FaceARSample: added in support for JoeG's smoothing algorithm, also refactored calibration to use the new Modify Curves node. Added some more comments to the AnimBp to make it easier to read. #rb none
Change 4045638 by Zak.Parrish
Some minor updates to FaceARSample content. Mostly refactoring for new ModifyCurve stuff.
Change 4046003 by Jason.Bestimt
#DEV-VR - Fix for bEnableAlphaChannelInPostProcessing reading in as false for LuminSample
bEnableAlphaChannelInPostProcessing translates to r.PostProcessing.PropagateAlpha in ini files
#JIRA: UE-58523
Change 4046548 by Jules.Blok
Fix SetInstancedEyeIndex() ignoring the left eye.
#jira UE-54044
Change 4046859 by zak.parrish
Checking in the new rig from 3Lateral - this prevents the eyelashes from separating
Change 4047060 by Nick.Whiting
Wrapping -norhithread in PLATFORM_LUMIN to prevent the ML plugin from always disabling RHI threading.
#jira UEVR-1192
Change 4047667 by Mike.Beach
CIS fix - removing uneeded line from bad merge.
Change 4047673 by Mike.Beach
More CIS fixes for fallout from recent rendering merge.
Change 4048227 by Rolando.Caloca
VR - vk - Some Vulkan merge conflicts resolved
Change 4048421 by Jason.Bestimt
#DEV-VR - Converting OwnerName to EventName in UpdateSceneCaptureContent_RenderThread call
Change 4048423 by Jason.Bestimt
#DEV-VR - Fixing mediandk version check
Change 4048452 by Rolando.Caloca
VR - Merge fix
Change 4048530 by Rolando.Caloca
VR - Merge fix
Change 4048607 by Jason.Bestimt
#DEV-VR - Probable repair of Mr Mesh post merge
Change 4048794 by Rolando.Caloca
VK - Fix mobile from merge
Change 4048972 by Jeff.Fisher
Fixing MeshReconstructor merge problems.
Change 4049969 by Ryan.Vance
Fixing missing shader assert.
Change 4050831 by Ryan.Vance
Merge clean up. This is still needed to build w/ vulkan on Lumin.
Change 4050854 by Ryan.Vance
Merge clean up.
We need GetAllocationHandle for the ML Vulkan custom present sRGB workaround.
Change 4051495 by Jason.Bestimt
#DEV-VR - Adding Android, Quail, Linux vulkan include clauses
Change 4052528 by Zak.Parrish
Changing defaultEngine.ini for the higher res version of Gremlin
Change 4052880 by Ryan.Vance
Merge clean up.
Now with more Lumin
#jira UE-58645
Change 4052991 by zak.parrish
Update to FaceTrackingMap2 for proper camera positioning
Change 4053139 by Nick.Whiting
Fixing Lumin Vulkan platform header
Change 4053352 by Mike.Beach
On PC (in editor), not enabling ML stereo by default. Waiting for it to be enable by the EnableStereo() call (like we do for Oculus/SteamVR).
#jira UE-57991
Change 4053644 by Nick.Whiting
Fix for build break by wrapping bStereoDesired in !PLATFORM_LUMIN
Change 4054329 by Jason.Bestimt
#DEV-VR - Resave of GoogleARCorePassthroughCameraMaterial.uasset
#JIRA: UE-58689
Change 4054785 by Mike.Beach
Fixing a MRCalibration BP compilation error from the latest merge - was using a deprecated variable which was no longer exposed to BPs.
Change 4055466 by Jules.Blok
Suppress SteamVR submission errors after they've been logged once.
Change 4055500 by Jason.Bestimt
#DEV-VR - MrMeshComponent fix for unsupported pixel format
#JIRA: UE-58759
Change 4055761 by Ryan.Vance
#jira UE-58729
There's a single frame where the TLV textures are not initialized when using FCanvasTileRendererItem on startup.
Change 4056008 by Mike.Beach
Fixing bad merge from Main.
Change 4056616 by Nick.Whiting
Changing UBT configs to use Lumin-specific config files
#jira UE-58760
Change 4056969 by Keli.Hlodversson
MRCalibration: Set r.SceneRenderTargetResizeMethod to "Grow" to avoid cycling the scene render target size on every frame causing a flicker
#jira UE-58191
Change 4057356 by Jason.Bestimt
#DEV-VR - Guard around JNI function for Lumin
Change 4059353 by Nick.Whiting
Fix for shadow variable warnings on Linux
#jira UE-58843
Change 4060158 by Rolando.Caloca
DVR - vk - Temporarily add backbuffer delay/extra copy blit on android
#jira UE-58859
Change 4060432 by Mike.Beach
Fix for shadow variable warnings on Linux
#jira UE-58843
Change 4060520 by Rolando.Caloca
VR - Proper fix for r.Vulkan.DelayAcquireBackBuffer=0
- Restore Android to not delay
#jira UE-58859
Change 4060587 by Nick.Whiting
Fix for minimum iOS version being set to iOS 8 on MRCalibration, which was causing CIS warnings
#jira UE-58762
Change 4061277 by Jeff.Fisher
UE-58861 //UE4/Dev-VR - Compile UE4Game Lumin - ERROR: MLSDK is not specified; cannot use Lumin toolchain.
-Overriding HasAnySDK to setup the MLSDK.
Change 4061308 by Jason.Bestimt
#DEV-VR - Work around of UE-58864 crashing when mousing over project launcher with only a Lumin device plugged in
#JIRA: UE-58864
Change 4062111 by Ryan.Vance
#jira UE-58875
Fixing audio compilation failure.
Change 4064091 by Jason.Bestimt
#DEV-VR - Disabling ML Plugin with the editor when bIsVDZIEnabled is off
#JIRA: UE-58954
Change 4064554 by Jason.Bestimt
#DEV-VR - Removing ML haptic tests when not on the platform
#JIRA: UE-58966
Change 4064755 by Jeff.Fisher
UE-58970 Dev-VR - Incremental UE4Editor Linux - Referenced directory 'D:\Build\AutoSDK\HostWin64\Lumin\0.12\lib\linux64' does not exist.
-Removed linux from magicleap plugin whitelists, we have no sdk for linux.
#review-4064614
#jira UE-58970
[CL 4064889 by Mike Beach 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
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 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+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 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 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]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
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 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
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 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3109545 on 2016/09/01 by Zabir.Hoque
Merging DX12 RHIs stage 1.
#Tests Ran InfiltratorDemo, ElementalDemo, ShooterGame
Change 3109580 on 2016/09/01 by Zabir.Hoque
Merging DX12 RHI. Stage 2: Moving XB and Windows APIs to a common location. This will cause a build break, but will allow us to preserve history.
Change 3109632 on 2016/09/01 by Zabir.Hoque
Merge DX12 RHI. Stage 3. Ported all changes and merged RHI into common and Win and XB1 specialized folder. Current with MS partners branch and Release 4.13.
Change 3109690 on 2016/09/01 by Zabir.Hoque
Fixing build break after large merge from partners branch and syncing to latest Dev-Rendering.
Change 3109716 on 2016/09/01 by Zabir.Hoque
Fix build warnings after merge.
Change 3109733 on 2016/09/01 by Zabir.Hoque
More build fixes for things pointing from XboxOneD3D12RHI to D3D12RHI
Change 3109773 on 2016/09/01 by Zabir.Hoque
Fixing code analysis warnings.
Change 3109870 on 2016/09/01 by Rolando.Caloca
DR - Simple clear mode
Change 3110066 on 2016/09/01 by Zabir.Hoque
Remove C++11 feature so VS2013 can compile for Fortnite.
Change 3110335 on 2016/09/01 by Brian.Karis
Fixed double lighting of clear coat, cloth, and eyes
#review-3108222 @Ben.Woodhouse
Change 3110411 on 2016/09/01 by Rolando.Caloca
DR - vk - Fix bogus assert
- Fix pipeline barrier with levelCount=0
Change 3110573 on 2016/09/01 by Zabir.Hoque
Exclude D3D12 merged RHI from Mac Builds.
Change 3110681 on 2016/09/01 by Rolando.Caloca
DR - vk - Swapchain fix for drivers returning infinite swapchain images
Change 3110936 on 2016/09/01 by Rolando.Caloca
DR - vk - Fix crash when dumping unused heaps
- Show file/line if enabled
Change 3111034 on 2016/09/01 by Rolando.Caloca
DR - vk - Fix exclude rect clear
Change 3111139 on 2016/09/01 by Rolando.Caloca
DR - Automatically enable capturing mode if running under RenderDoc
Change 3111170 on 2016/09/01 by Rolando.Caloca
DR - vk - Store max info per descriptor set pool
Change 3111234 on 2016/09/01 by Zabir.Hoque
XB1 compiler warnings.
Change 3111763 on 2016/09/02 by Rolando.Caloca
DR - Fix typo in shader
PR #2759
#jira UE-35496
Change 3111846 on 2016/09/02 by Rolando.Caloca
DR - vk - Update to SDK 1.0.24.0 (including glslang)
Change 3111916 on 2016/09/02 by Ben.Woodhouse
Fix for timestamp query results being broken in the XB1 DX11 RHI (caused by a merge issue with dev-platform)
Also clarify some variable naming
Change 3112048 on 2016/09/02 by Rolando.Caloca
DR - vk - Compile fix for build machines
Change 3112315 on 2016/09/02 by Rolando.Caloca
DR - vk - Added peak usage to mem dump
Change 3112791 on 2016/09/02 by Daniel.Wright
FD3D12PipelineStateCache debug fix
Change 3113483 on 2016/09/05 by Ben.Woodhouse
Fix potential issue with timestamp and occlusion queries overlapping with new query packing optimisation. We may want to put these into separate buffers to avoid reduce the padding with timestamp queries (timestamp queries currently use 4x the memory they actually need due to additional padding)
Change 3113488 on 2016/09/05 by Ben.Woodhouse
GPu profiler : fix for render thread performance issues, enable GPU profiler by default
Avoids RHIThread stalls in query creation by reusing queries via a pool. A FRenderQueryPool class already existed for doing this, so this was moved into the engine to make it accessible from both the engine and renderer modules
Tested on XB1,PS4,PC dx11
Change 3114286 on 2016/09/06 by Chris.Bunner
Copying CL 3114173 from 4.13 - Better enforce render resource limits on widget draw size.Jira UE-26375.
Change 3114883 on 2016/09/06 by Rolando.Caloca
DR - vk - Delete resources on the RHI thread
- Set blend factor to 1
- Added num mips & num layers to RT views
- Added missing destructors
- Fix for crash on rhi thread
Change 3116308 on 2016/09/07 by Rolando.Caloca
DR - vk - New renderpass/transition/barrier rewrite for sm4 (disabled)
- Fixes for 3d texture RTs
Change 3117409 on 2016/09/08 by Gil.Gribb
Merging //UE4/Dev-Main@3117389 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3117445 on 2016/09/08 by Gil.Gribb
Fix merge fallout
Change 3117555 on 2016/09/08 by Rolando.Caloca
DR - Fix merge issue
Change 3117687 on 2016/09/08 by Marc.Olano
Create new Vector Noise material node, and *3DDeriv numerical derivative material functions
Vector Noise node has noise functions with 3D output, including cellnoise (random color per cell), computed noise with vector output, gradient of 3D noise, curl of 3D noise, and version of Voronoi noise returning seed position in the closest Voronoi cell.
3DDeriv functions compute gradient and curl on any expression using centered differences from four samples offset in a tetrahedral pattern (two fewer than the common axis-aligned offset method)
Change 3117696 on 2016/09/08 by Rolando.Caloca
DR - Replicate 4.13.1 fix from 3117678
UE4.13 - Better error reporting when SCW fails/crashes
jira UE-17227
Change 3117720 on 2016/09/08 by Rolando.Caloca
DR - vk - Fix for static analysis
Change 3117786 on 2016/09/08 by Rolando.Caloca
DR - vk - Use new alignment
Change 3118145 on 2016/09/08 by Marcus.Wassmer
Fix async compute clear not waiting for the gfx pipe properly. Also appears to fix a rare PS4 gpu hang.
Change 3118329 on 2016/09/08 by Brian.Karis
Fix screen size calculations for LOD
Change 3118351 on 2016/09/08 by Brian.Karis
Quadric mesh simplifier!
In and working for the first time.
ScreenSize is now correctly calculated from MaxDeviation
Pixel Error now a reduction setting in LOD group.
Binary Heap is fixed and functional.
Still needs to play better with 3rd party reduction.
Change 3118457 on 2016/09/08 by Rolando.Caloca
DR - vk - Fix cube & 3d texture transitions & copies
Change 3118540 on 2016/09/08 by Benjamin.Hyder
Re-Submitting Noise assets to get engine version
Change 3119438 on 2016/09/09 by Rolando.Caloca
DR - vk - Added barrier & cache flushes when reading back GPU memory
- Added cubemap & 3d texture barriers
- Added cubemap & 3d texture copy image
Change 3119518 on 2016/09/09 by Brian.Karis
Fixed compile error
Change 3119580 on 2016/09/09 by Marc.Olano
Documentation for Vector noise
Change 3119710 on 2016/09/09 by Rolando.Caloca
DR - vk - Fix read stencil mask & front/back
Change 3119865 on 2016/09/09 by Rolando.Caloca
DR - vk - RHIReadSurfaceFloatData
- Fix redundant write transitions
- Simplify copy and transition code
Change 3120059 on 2016/09/09 by Rolando.Caloca
DR - vk - Static analysis warnings
Change 3120413 on 2016/09/09 by Mark.Satterthwaite
Fix AVFMedia plugin failing when a movie has captions.
#jira UE-35828
Change 3120936 on 2016/09/12 by Ben.Woodhouse
Add slate rendering to the GPU stats
Change 3121204 on 2016/09/12 by Rolando.Caloca
DR - vk - Fix geometry shaders position
- Revert translucent workaround
Change 3121467 on 2016/09/12 by Rolando.Caloca
DR - Fix integration issue (lost some shader defines)
Change 3121862 on 2016/09/12 by Zabir.Hoque
Fixing Code Analysis warnings.
#jira: UE-35860
Change 3122139 on 2016/09/12 by Ben.Woodhouse
Re-enable the checkerboard lighting by default to workaround skin lighting issue in fortnite (again)
#jira UE-35886
Change 3122278 on 2016/09/12 by Zabir.Hoque
2nd Attempt at Code Analysis warnings
[CL 3122339 by Marcus Wassmer in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3091951 on 2016/08/17 by Chris.Bunner
(Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass.
Change 3093162 on 2016/08/18 by Ben.Woodhouse
Fix minor memory leak (missing delete of RT Heartbeat thread)
Change 3093470 on 2016/08/18 by Ben.Woodhouse
Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it. Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer.
Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread)
Change 3093698 on 2016/08/18 by Daniel.Wright
Translucent lighting volume draw event cleanup
Change 3093700 on 2016/08/18 by Daniel.Wright
Clamp on box reflection capture transition distance visualizer
Change 3093755 on 2016/08/18 by Ryan.Vance
Merging stereo planar reflections from Odin.
Change 3094060 on 2016/08/18 by Daniel.Wright
Fully featured base pass reflection captures with blending and parallax correction
* Used in the forward renderer when materials opt-in to 'High Quality Reflections'
* Used in the deferred renderer for translucent 'Surface ForwardShading' materials
* Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer
* Fixed grid culling in stereo / splitscreen
* The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX. PS4 cost is about the same.
* Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity
* SetupHZB is now skipped when SSAO / SSR / HZB are all disabled
Change 3094160 on 2016/08/18 by Daniel.Wright
CIS fixes
Change 3094899 on 2016/08/19 by Ben.Woodhouse
Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes.
https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html
#jira UE-34937
Change 3095256 on 2016/08/19 by Daniel.Wright
Disabled ISR warning spamming CIS
Change 3095468 on 2016/08/19 by Daniel.Wright
Fixed refcounting on hit proxy render targets
Change 3095470 on 2016/08/19 by Daniel.Wright
Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point
Change 3096274 on 2016/08/22 by Rolando.Caloca
DR - vk - added missing BC4
Change 3096291 on 2016/08/22 by Rolando.Caloca
DR - vk - Fix image views for some rendertarget formats
- Fix ImageViews on sub mips
Change 3096579 on 2016/08/22 by Rolando.Caloca
DR - vk - Fix rendering for shaders with no descriptors
Change 3096584 on 2016/08/22 by Rolando.Caloca
DR - vk - Fix 3d texture update
Change 3096813 on 2016/08/22 by Rolando.Caloca
DR - Fix GL linking errors
PR #2615
Change 3097062 on 2016/08/22 by Rolando.Caloca
DR - vk - Added unified mem flag
- Added Mip index into UAV
- Switched compute descriptor set index 0
Change 3097065 on 2016/08/22 by Rolando.Caloca
DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE
Change 3097084 on 2016/08/22 by Daniel.Wright
Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default)
Change 3097086 on 2016/08/22 by Rolando.Caloca
DR - vk - Missed file
Change 3097943 on 2016/08/23 by Rolando.Caloca
DR - hlslcc - Remove duplicated definitions out into a common header
Change 3098166 on 2016/08/23 by Rolando.Caloca
DR - Custom Renderer callback after getting SceneColor
Change 3098418 on 2016/08/23 by Olaf.Piesche
Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data.
#jira UE-34838
Change 3098448 on 2016/08/23 by Rolando.Caloca
DR - vk - fixes for depth/stencil descriptors
- Minor debug dump improvement
Change 3098463 on 2016/08/23 by Daniel.Wright
Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights
Change 3098556 on 2016/08/23 by Daniel.Wright
Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering.
Change 3098672 on 2016/08/23 by Rolando.Caloca
DR - vk - Fixed crash when using vertex shaders with no descriptors
Change 3099173 on 2016/08/24 by Ben.Woodhouse
Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths
- Re-enable non-checkerboard skin by default
- Checkerboard issues fixed:
- Emissive lighting was being applied twice due to not taking checkerboard pattern into account
- Emissive lighting was modulated by basecolor in the recombine
- Metallic materials were contributing specular lighting to the diffuse channel
- Non-checkerboard fixes:
- Fix write mask during SkyLightDiffuse so alpha is updated correctly
- Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor)
- Optimisation: Fall back to default lit for pixels where the opacity is 0.
- For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive)
- For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels
#jira UE-34561
Change 3099673 on 2016/08/24 by Daniel.Wright
Removed unused reflection shape variables
Change 3099674 on 2016/08/24 by Daniel.Wright
Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208)
Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture
Change 3099700 on 2016/08/24 by Daniel.Wright
Disabled log spam when a Rift is connected but not being used
Change 3099730 on 2016/08/24 by Daniel.Wright
MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox
Change 3099789 on 2016/08/24 by Brian.Karis
FloatRGB is now always supported.
If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported.
Change 3099987 on 2016/08/24 by Daniel.Wright
Fixed light grid debug asserts on PS4
* Always creating the local light buffer, even if it won't be used by the shader
* Transition ViewState FRWBuffers to writable at the beginning of a new frame
Change 3100120 on 2016/08/24 by Rolando.Caloca
DR - vk - Use 256MB pages for GPU memory
Change 3100151 on 2016/08/24 by Daniel.Wright
PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet
Change 3100302 on 2016/08/24 by Rolando.Caloca
DR - vk - Mem system changes
- Now allocates a readback heap from GPU->CPU
- Removed bad total memory on heap/type
- Added fallback to another mem type if it's OOM
Change 3101110 on 2016/08/25 by Rolando.Caloca
DR - vk - Remove r.Vulkan.UseGLSL
Change 3101121 on 2016/08/25 by Rolando.Caloca
DR - vk - Initial support for HiResShot
Change 3101450 on 2016/08/25 by Rolando.Caloca
DR - vk - Remove imagelayout from textures; renamed a method for clarity
Change 3101462 on 2016/08/25 by Daniel.Wright
Planar reflections no longer update GPU particles, fixes Scene Depth particle collision
Change 3101525 on 2016/08/25 by Frank.Fella
Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout.
Change 3101613 on 2016/08/25 by Rolando.Caloca
DR - vk - Fix static analysis warning
Change 3101686 on 2016/08/25 by Frank.Fella
Niagara - Move asset type actions into the niagara module.
Change 3101865 on 2016/08/25 by Rolando.Caloca
DR - vk - Fix compile issue when enabling dump layer
Change 3101946 on 2016/08/25 by Frank.Fella
Orion - Fix include error caused by niagara include fixup.
Change 3101999 on 2016/08/25 by Frank.Fella
Fortnite - Fix include error caused by niagara include fixup.
Change 3102035 on 2016/08/25 by Frank.Fella
Ocean - Fix include error caused by niagara include fixup.
Change 3102047 on 2016/08/25 by Frank.Fella
UnrealTournament - Fix include error caused by niagara include fixup.
Change 3102627 on 2016/08/26 by Frank.Fella
Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files.
Change 3102654 on 2016/08/26 by Ben.Woodhouse
Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators
#jira UE-33424
Change 3102780 on 2016/08/26 by Ben.Woodhouse
Make shadow culling take FOV into account, via LODDistanceFactor
Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized
#jira UE-33873
Change 3102930 on 2016/08/26 by Rolando.Caloca
DR - vk - Do not require backbuffer at start, like Metal
Change 3103061 on 2016/08/26 by Rolando.Caloca
DR - vk - More debug dump to help track down issues
Change 3103143 on 2016/08/26 by Rolando.Caloca
DR - vk - Added partial image view for each texture for Depth/Stencil
- Removed some unused members from textures
Change 3104162 on 2016/08/29 by Gil.Gribb
Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3104491 on 2016/08/29 by Rolando.Caloca
DR - vk - Fix merge issue
Change 3104500 on 2016/08/29 by Rolando.Caloca
DR - Rebuilt hlslcc libs after merge
Change 3104978 on 2016/08/29 by John.Billon
-Moved Particle Cutouts to the Required Module
-Pre-existing SubUVAnimation data is automatically moved to required on Init.
-Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default.
Change 3105249 on 2016/08/29 by John.Billon
Fixing non-editor compile error.
Change 3105326 on 2016/08/29 by Zabir.Hoque
SIMD Movie Player on XB1
Change 3105813 on 2016/08/30 by John.Billon
Fixing static analysis warning.
Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt
Removed duplicated view uniform shader parameters initialization between slate and scene rendering. Moved all the duped initialization into a single shared method. The shared method should be where new parameters are initialized if they are required for the view to work properly.
Change 3106350 on 2016/08/30 by Rolando.Caloca
DR - vk - Added missing texture formats
- Added texture debug name
Change 3106547 on 2016/08/30 by Rolando.Caloca
DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth
Change 3106631 on 2016/08/30 by Uriel.Doyon
Dirty Texture Streaming Build do not dirty maps anymore.
#jira UE-35241
Change 3106919 on 2016/08/30 by Rolando.Caloca
DR - Temp workaround to get Vulkan up & running, might require hlslcc fix
Change 3106974 on 2016/08/30 by Uriel.Doyon
Changed lightmass exports version from GUID to INT in order to shorten filenames.
Change 3106988 on 2016/08/30 by Uriel.Doyon
New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default).
#jira UE-35227
Change 3107927 on 2016/08/31 by John.Billon
-Duplicating OpenGL4 ClearUAV Implementation from 4.13
-Fixed uav clear format.
#Jira UE-35345
Change 3108095 on 2016/08/31 by Marc.Olano
Restore initialization of noise textures, accidentally removed in @3106322
#jira UE-35369
Change 3108557 on 2016/08/31 by John.Billon
Fixing HTML5 compile error
[CL 3109297 by Gil Gribb in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2998081 on 2016/06/02 by Rolando.Caloca
DR - Update vulkan headers to 1.0.13.0
Change 2998087 on 2016/06/02 by Rolando.Caloca
DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode
Change 2998092 on 2016/06/02 by Rolando.Caloca
DR - Updated ThirdParty/glslang to 1.0.13.0
Change 2998113 on 2016/06/02 by Martin.Mittring
Added -Deterministic and -BuildName=... as command line option for Screenshot verification
Change 2998115 on 2016/06/02 by Martin.Mittring
optimied Tonemapper sharpen 25->17 instructions
fixes: very bright HDR pixel appeared to not be antialiased
no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen)
moved one multipy into C++
Added debug visualization (HLSL define)
Change 2998132 on 2016/06/02 by Rolando.Caloca
DR - Remove auto from VulkanRHI wherever possible
Change 2998148 on 2016/06/02 by Rolando.Caloca
DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes
Change 2998180 on 2016/06/02 by Rolando.Caloca
DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0
- Check we are not asking for a VkFormat out of bounds (ie only works with core formats)
Change 2998293 on 2016/06/02 by Rolando.Caloca
DR - Add support for BC6H & BC7 in desktop Vulkan
Change 2998419 on 2016/06/02 by Brian.Karis
Optimized CountBits
Change 2998480 on 2016/06/02 by Rolando.Caloca
DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list)
Change 2998486 on 2016/06/02 by Martin.Mittring
fixed ES2 shader compile
Change 2998527 on 2016/06/02 by Daniel.Wright
Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled).
Change 2998531 on 2016/06/02 by Daniel.Wright
Fixed Pixel Normal Offset refraction mode with materials using world space normals
Change 2998568 on 2016/06/02 by Rolando.Caloca
DR - Fix typo
Change 2998630 on 2016/06/02 by Rolando.Caloca
DR - Relaxed glslang strictness to get Pos tCombineLUTs working
- Reenabled Post CombineLUTs on Vulkan
- Removed some extra glsl output from Vulkan backend
- Fixed RHI thread uniform buffer assert
Change 2998639 on 2016/06/02 by Brian.Karis
Fix for crash when removing instances while lighting is building
Change 2998640 on 2016/06/02 by Martin.Mittring
added r.ResetViewState to allow for more deterministic rendering
made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker)
Change 2998790 on 2016/06/02 by Martin.Mittring
minor optimization to SSR
Change 2999849 on 2016/06/03 by Martin.Mittring
fixed issue with sort order
Change 3000340 on 2016/06/03 by Rolando.Caloca
DR - Integrate change from 3000177
Workaround for random crash shutting down D3D11/NV driver
jira UE-18906
Change 3000422 on 2016/06/03 by Rolando.Caloca
DR - Mirror change in Odin
Change 3000571 on 2016/06/03 by Rolando.Caloca
DR - Vulkan SM4 prep
Change 3001652 on 2016/06/06 by Gil.Gribb
Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3001935 on 2016/06/06 by Gil.Gribb
UE4 - Fixed botched merge
Change 3002390 on 2016/06/06 by Gil.Gribb
UE4 - Added code to prevent flooding of rendering thread with heartbeats.
Change 3002442 on 2016/06/06 by Martin.Mittring
Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough
Change 3002460 on 2016/06/06 by Martin.Mittring
fixed missing file in ImageValidator
added .exe to extras
Change 3002514 on 2016/06/06 by Martin.Mittring
added OpenSubDiv 3.0.2, not yet used
Change 3002536 on 2016/06/06 by Martin.Mittring
fixed help text on cvar
Change 3002647 on 2016/06/06 by Martin.Mittring
adding r.ResetViewState to RenderOutputValidation
added r.Streaming.FramesForFullUpdate to r.DisplayInternals
#code_review:Benjamin.Hyder
Change 3002945 on 2016/06/06 by Rolando.Caloca
DR - Fix hlslcc issue with access to matrix elements:
This would fail:
M._m30 += f;
- Fixed IRDump for matrix swizzled
- Fix hlslcc_exe not linking
Change 3002979 on 2016/06/06 by John.Billon
DDS unsupported format error
#Jira UE-24529
Change 3002983 on 2016/06/06 by Martin.Mittring
split FPixelShaderInOut in in and out
Change 3003011 on 2016/06/06 by Martin.Mittring
updated OpenSubDiv to 3.0.2
Fixed SubDivisonRendring by using OpenSubDiv
Change 3003264 on 2016/06/06 by Daniel.Wright
Fixed bUseSingleSampleShadowFromStationaryLights on particles
Change 3003296 on 2016/06/06 by Daniel.Wright
Renamed files Forward* to Mobile*
Change 3003350 on 2016/06/06 by Daniel.Wright
Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported.
Change 3003815 on 2016/06/07 by Chris.Bunner
Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing.
Removed compiler override cvar.
#jira UE-28574
Change 3003827 on 2016/06/07 by Gil.Gribb
UE4 - Increased stack sizes for thread pools.
Change 3003971 on 2016/06/07 by Martin.Mittring
fixed compiler warnings
Change 3004028 on 2016/06/07 by Rolando.Caloca
DR - Update glslang exe
Change 3004555 on 2016/06/07 by Rolando.Caloca
DR - vk - Fix validation warning
Change 3004637 on 2016/06/07 by Martin.Mittring
fixed compiler warning
Change 3004841 on 2016/06/07 by Daniel.Wright
Fix for shadowed variable
Change 3005044 on 2016/06/07 by Daniel.Wright
SubUV Animations can get opacity information from any channel of the source texture
Change 3005057 on 2016/06/07 by Daniel.Wright
Renamed ForwardShading* to Mobile*
Change 3005135 on 2016/06/07 by Uriel.Doyon
Moving wanted mip computation (according to budget) to async task.
Update "stat streaming" to show visible mips and also loading progression.
Fixed overly wanted mip issue cause be max range clamping.
Optimized cost of the texture streamer on the gamethread.
Character, Terrain and Forced Load are now loaded with priority in the AsyncIO
Reduced streaming temp memory requirements on PS4.
Async streaming task now runs in parallel to the incremental update.
Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming.
Fixed metrics with HiddenScale being applied in addition to overbudget limitation.
Improved budget stability when using split load request (one for visible mips + one for hidden mips)
Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5)
Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function.
Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData).
Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects.
Change 3005207 on 2016/06/07 by Uriel.Doyon
Fixed warning
[CL 3006426 by Gil Gribb in Main branch]