Commit Graph

91 Commits

Author SHA1 Message Date
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
wei liu
3d8db0ac3e Support LightShaft work with MSAA on IOS.
Make all postprocess passes including postprocess materials work properly with MSAA on IOS.

#jira UE-88184

#rb dmitriy.dyomin, allan.bentham, mi.wang, jack.porter

#ROBOMERGE-SOURCE: CL 11646197 in //UE4/Release-4.25/... via CL 11646198
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)

[CL 11646201 by wei liu in Main branch]
2020-02-26 21:42:01 -05:00
jack porter
4467856d61 Fix a bug in mobile custom depth stencil when using half resolution.
#rb Wei.Liu


#ROBOMERGE-SOURCE: CL 11329662 via CL 11329667
#ROBOMERGE-BOT: (v653-11302973)

[CL 11329674 by jack porter in Main branch]
2020-02-11 06:22:25 -05:00
jack porter
c2a7ad34a1 Change mobile custom stencil format from B8G8R8A8 to G8, save depth to R16F color target and use memoryless for depth target to reduce memory cost on mobile platform.
Add a Cvar for using half-res custom depth.
Add a seperate permuation for mobile custom depth stencil pixel shader, so mobile depth prepass could not be affected.
Support PostprocessMaterial stencil test on mobile platform base on the new mobile custom depth implementation
#rb wei.liu, dmitriy.dyomin, mi.wang


#ROBOMERGE-OWNER: jack.porter
#ROBOMERGE-AUTHOR: jack.porter
#ROBOMERGE-SOURCE: CL 11302451 via CL 11302452
#ROBOMERGE-BOT: (v649-11301724)

[CL 11302544 by jack porter in Main branch]
2020-02-09 23:33:32 -05:00
Josh Adams
aa9705149b Copying Private-LoadTimes-4.24 stream to Main. Biggest changes are in Materials/Shader memory freezing.
#rb none

[CL 11282608 by Josh Adams in Main branch]
2020-02-06 13:13:41 -05:00
Chris Gagnon
76c6bcbfeb UE4 Main merged to Dev-Tools-Staging at CL 11164391
#rb none

[CL 11171981 by Chris Gagnon in Dev-Tools-Staging branch]
2020-01-29 20:39:37 -05:00
Patrick Boutot
b67ff68e04 Copying //UE4/Dev-VirtualProduction to //UE4/Dev-Tools-Staging @ 11168401
#rb none
#rnx

[CL 11170710 by Patrick Boutot in Dev-Tools-Staging branch]
2020-01-29 18:45:15 -05:00
Rolando Caloca
bbb9564388 Copying //UE4/Dev-RenderPlat-Staging@11110326 to //UE4/Main
#rb none
#rnx

[CL 11110369 by Rolando Caloca in Main branch]
2020-01-24 18:07:01 -05:00
steve smith
08f27c6f02 Fix left-eye rendering black with post-process materials applied post-tonemapping.
PostProcess material should only copy the view portion of the rendertarget texture rather than the entire thing.
#jira UE-85935
#rb zach.bethel
#lockdown cristina.riveron

#ROBOMERGE-SOURCE: CL 11073814 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v637-11041722)

[CL 11074807 by steve smith in Main branch]
2020-01-21 13:45:29 -05:00
Patrick Boutot
8d15bc4748 Merging //UE4/Dev-Tools-Staging to Dev-VirtualProduction (//UE4/Dev-VirtualProduction)
CL 11033125
#rb none
#rnx

[CL 11071792 by Patrick Boutot in Dev-VirtualProduction branch]
2020-01-21 09:20:43 -05:00
Patrick Boutot
7e35283da1 Merged main [at] cl 10981486
//Dev-VirtualProduction/Engine...

#rb none
#rnx
#AUTHOR: jeanmichel.dignard
#SOURCE: CL 10985598 in //UE4/Dev-Tools-Staging/...

[CL 11066063 by Patrick Boutot in Dev-VirtualProduction branch]
2020-01-20 13:49:11 -05:00
zach bethel
5b347c115c Fixed issue where post process material was assuming that the scene texture input matched the output viewport. This is not true when the post process material is 'After Tonemap' and the viewport rect is the final backbuffer.
#rb none
#jira UE-85019
#lockdown cristina.riveron

#ROBOMERGE-SOURCE: CL 11001438 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v633-10983880)

[CL 11001442 by zach bethel in Main branch]
2020-01-15 19:57:19 -05:00
Patrick Boutot
410c720ac7 Merging //UE4/Dev-Main @ 10886849 to Dev-Tools-Staging (//UE4/Dev-Tools-Staging)
#rb none
#rnx
#author jeanmichel.dignard

[CL 10992634 by Patrick Boutot in Dev-VirtualProduction branch]
2020-01-15 09:39:21 -05:00
dmitriy dyomin
ee76d191ca Use blending for PP materials only when alpha output is enabled
[FYI] zach.bethel


#ROBOMERGE-SOURCE: CL 10991193 via CL 10991209 via CL 10991212
#ROBOMERGE-BOT: (v633-10983880)

[CL 10991215 by dmitriy dyomin in Main branch]
2020-01-15 01:29:06 -05:00
zach bethel
b6ef1e7564 Fixed bug with high resolution screenshot capture regions where the material mask would always be displayed.
#jira UE-84488
#rb none
#lockdown cristina.riveron

#ROBOMERGE-SOURCE: CL 10934392 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v626-10872990)

[CL 10934396 by zach bethel in Main branch]
2020-01-09 18:11:07 -05:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
zach bethel
33304619ff Fixed high resolution screenshot mask.
#jira UE-81943
#rb none

#ROBOMERGE-SOURCE: CL 9761148 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v545-9751379)

[CL 9761164 by zach bethel in Main branch]
2019-10-23 15:07:28 -04:00
mihnea balta
fc843b83a0 Fixed vertically flipped image on Android/OpenGL if a postprocess material was set to render after the tonemapper.
#jira UE-80082
#rb rolando.caloca zach.bethel

[CL 9630360 by mihnea balta in 4.24 branch]
2019-10-17 04:24:15 -04:00
mihnea balta
c794b31286 Fixed crash on mobile when using a material with "Enable Stencil Test" set to true.
Updated the code which detects when it's possible to skip custom depth rendering on mobile to take into account the new "Enable Stencil Test" material flag. Also fixed a couple of issues with the OpenGL RHI:
* the post processing material writes directly to the backbuffer on mobile, but it's not possible to use that with a custom depth/stencil buffer on OpenGL. Added a hack in PostProcessMaterial to render to an intermediate buffer when that's the case and copy to the backbuffer at the end.
* glCopyImageSubData() doesn't like copying from a 2D texture to a renderbuffer on mobile, so made it use glBlitFramebuffer() when the bind targets are different (which happens when copying from a render target to the backbuffer)

#jira UE-80082
#rb dmitriy.dyomin rolando.caloca zach.bethel

[CL 9614432 by mihnea balta in 4.24 branch]
2019-10-16 02:54:09 -04:00
zach bethel
1784059db0 Merged fixes for EngineTest.
#rb none
#jira none

[CL 9406761 by zach bethel in Dev-RenderPlat-Staging branch]
2019-10-03 17:43:31 -04:00
Rolando Caloca
547bb81647 DRPS - Fix deprecation warnings
#rb none
#rnx
#fyi Zach.Bethel

[CL 9318386 by Rolando Caloca in Dev-RenderPlat-Staging branch]
2019-10-01 13:43:14 -04:00
Rolando Caloca
f83ae4807a Copying //UE4/Dev-Rendering@9317594 to Dev-RenderPlat-Staging
#rb none
#rnx

[CL 9317904 by Rolando Caloca in Dev-RenderPlat-Staging branch]
2019-10-01 13:03:04 -04:00
steve robb
14cab21e0c Deprecating ARRAY_COUNT and changing it to UE_ARRAY_COUNT.
Replicated from CL# 7924370.

#rb none


#ROBOMERGE-OWNER: steve.robb
#ROBOMERGE-AUTHOR: steve.robb
#ROBOMERGE-SOURCE: CL 9279060 via CL 9279063
#ROBOMERGE-BOT: (v443-9013191)

[CL 9279836 by steve robb in Main branch]
2019-09-28 08:19:35 -04:00
Marcus Wassmer
6517c68ef5 Copying //UE4/Dev-RenderPlat-Staging@8684824 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 8684840 by Marcus Wassmer in Main branch]
2019-09-14 09:45:25 -04:00