Gil Gribb
356a7d8f96
UE4 - Large upgrade to parallel rendering. No longer block per pass. Several RHI cmdlist passthrough functions added and implemented on the consoles
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[CL 2570510 by Gil Gribb in Main branch]
2015-05-29 10:47:57 -04:00
Brian Karis
b5d88f5a3a
Fixed max velocity being scattered too far.
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[CL 2565640 by Brian Karis in Main branch]
2015-05-26 16:47:59 -04:00
Martin Mittring
c0f53a6c1e
Added first use of AsyncCompute of VelocityFlatten (Disabled by default, was enabled for GDC demo)
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[CL 2545841 by Martin Mittring in Main branch]
2015-05-11 15:13:36 -04:00
Martin Mittring
44946f7bbf
changed some postprocess passes to use UniformBuffers to allow them to use AsyncCompute in a following change
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[CL 2531085 by Martin Mittring in Main branch]
2015-04-29 19:44:56 -04:00
Martin Mittring
af48c28076
fixed pause of MotionBlur for camera motion
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[CL 2527480 by Martin Mittring in Main branch]
2015-04-27 17:12:21 -04:00
Martin Mittring
4d20764bac
fixed pause motionblur of static meshes (per object motionblur)
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[CL 2527253 by Martin Mittring in Main branch]
2015-04-27 14:32:32 -04:00
Martin Mittring
779e941537
fixed skeletal mesh motion blur with multithreaded rendering (r.RHICmdBypass=0), fixed potential issues
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fixed UE-2465 ShooterGame: Bots shimmer when game is paused
[CL 2525030 by Martin Mittring in Main branch]
2015-04-24 17:43:35 -04:00
Martin Mittring
397de4ebf2
display BoneBuffers in VisualizeMotionBlur
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[CL 2523448 by Martin Mittring in Main branch]
2015-04-23 17:35:40 -04:00
Martin Mittring
157fa26e88
added debug code to track down velocity rendeirng issues
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[CL 2519574 by Martin Mittring in Main branch]
2015-04-21 13:44:06 -04:00
Rolando Caloca
ce168f2846
UE4 - Renamed depth compare enums, changed some checks to static_asserts
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[CL 2498658 by Rolando Caloca in Main branch]
2015-04-01 10:53:07 -04:00
Mike Fricker
114458bf0f
Clang warning fixes: Fixed missing 'override' specifiers
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- Also removed some unreferenced functions that adding 'override' revealed
PR #1002 -- Thank you, Omar007!
[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00
Rolando Caloca
cb32891b3c
UE4 - Added sanity checks for Inverted/Normal Depth Buffers; use ERHIZBuffer::NearPlane & FarPlane to switch from 0-1 to 1-0 on Depth
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- Added shader define HAS_INVERTED_Z_BUFFER
- Added RHIHasInvertedZBuffer()
#codereview Martin.Mittring, Brian.Karis, Nick.Penwarden
[CL 2497481 by Rolando Caloca in Main branch]
2015-03-31 14:02:45 -04:00
Gil Gribb
35cf42566a
UE4 - merge GDC branch, code @2465640 to main
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[CL 2468685 by Gil Gribb in Main branch]
2015-03-04 08:31:40 -05:00
Brian Karis
e4f0bbc64c
Motion blur: added max velocity scatter and dilation.
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[CL 2459223 by Brian Karis in Main branch]
2015-02-24 16:28:47 -05:00
Brian Karis
ddf64d753a
Fixed motion blur artifacts of sampling off screen.
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[CL 2456752 by Brian Karis in Main branch]
2015-02-23 15:16:20 -05:00
Dmitry Rekman
895999034f
Fix Linux and Mac builds.
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#codereview Brian.Karis
[CL 2455813 by Dmitry Rekman in Main branch]
2015-02-23 00:44:20 -05:00
Brian Karis
31f77e00ab
New tile based motion blur with smooth gradients. WIP
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[CL 2455618 by Brian Karis in Main branch]
2015-02-22 17:53:26 -05:00
Ben Marsh
149375b14b
Update copyright notices to 2015.
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[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Rolando Caloca
d8a576970e
UE4 - Remove Color parameter on draw events (DEC_*)
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[CL 2334566 by Rolando Caloca in Main branch]
2014-10-20 10:43:43 -04:00
Gil Gribb
598cbb659c
UE4 - allow draw events to work in parallel rendering, some flush tweaks
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[CL 2293700 by Gil Gribb in Main branch]
2014-09-11 09:38:38 -04:00
Graeme Thornton
33748ac5bb
Fix for shader ES2 compile error
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- Don't compile motion blur post process shader setup VS below SM4
#codereview Martin.Mittring
[CL 2289125 by Graeme Thornton in Main branch]
2014-09-08 04:39:14 -04:00
Martin Mittring
f6a96e7739
optimized motionblur postprocess
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[CL 2286656 by Martin Mittring in Main branch]
2014-09-05 17:47:58 -04:00
Graeme Thornton
df9dbd5ae3
Continued in-editor mobile preview work
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- Removed default shader platform parameter from GetGlobalShaderMap()
- Added an inline overload of GetGlobalShaderMap() that takes a feature level instead, and translates to the correct shader platform
- Cached feature level on FSceneView for faster access
- Cached shader map on FViewInfo for faster access
- Cached featurelevel/shadermap on rendering composition graph execution context, for faster access
Fixed a couple of crashes when switching feature level dynamically
- Needed to allow certain shader permutations to be generated if feature level was ES2, but still on a PC platform. (i.e. hitproxy shaders, and basepass shaders used by editor primitives system)
#codereview Nick.Penwarden
[CL 2275937 by Graeme Thornton in Main branch]
2014-08-28 06:22:54 -04:00
Rolando Caloca
14cc8f09a3
UE4 - Integrate
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- Addes 3_1 define on shaders
- Fixes GL packed uniforms array size incorrect assert
- Disallows running the editor with -featureleveles2
- r.MobileHDR is now read-only
- Moved some checks from SM3 to SM4
[CL 2270866 by Rolando Caloca in Main branch]
2014-08-25 14:41:54 -04:00
Mikolaj Sieluzycki
cfaf45ac58
Header cleanup: Engine module, public headers.
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[CL 2265766 by Mikolaj Sieluzycki in Main branch]
2014-08-21 06:03:00 -04:00