Commit Graph

20 Commits

Author SHA1 Message Date
Guillaume Abadie
12c8b7bf7f Compiles all global shaders with HLSL2021 on some platforms
#rb laura.hermanns
#jira none
#preflight 627ceb4ace4192efbe2e6f8a, 627d1920a82f3adab87b67f0

[CL 20165180 by Guillaume Abadie in ue5-main branch]
2022-05-12 11:41:03 -04:00
Richard Wallis
b5cb8e21f9 Fix material dual source blending on macOS and enable the feature in DataDrivenPlatformInfo.ini. Add dual source blending slot index to pixel shader MRT defination when MATERIAL_WORKS_WITH_DUAL_SOURCE_COLOR_BLENDING is defined and dual source blending is enabled.
#jira UE-120222
#review-20077471 @will.damon, @graham.wihlidal, @charles.derousiers
#preflight https://horde.devtools.epicgames.com/job/62753d03d8373707f21611ce
#rb will.damon,  graham.wihlidal,  charles.derousiers

[CL 20101478 by Richard Wallis in ue5-main branch]
2022-05-09 08:52:49 -04:00
rob krajcarski
650d9ff34f RHI function (and DataDrivenPlatform parameter) for whether shader atomics are supported for volume textures
#rb will.damon
#jira UE-142944
#preflight 6226578fb97fb949cf4f6891

[CL 19309214 by rob krajcarski in ue5-main branch]
2022-03-08 15:04:46 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
chris kulla
754266cb79 Enable Diaphgram DOF on SM6 via the DataDrivenPlatform info, and simplify related special cases for other platforms
#rb Christopher.Waters
#jira none
#preflight 6189952c4a0c609a29b2152b

#ROBOMERGE-AUTHOR: chris.kulla
#ROBOMERGE-SOURCE: CL 18095262 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v889-18060218)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0

[CL 18095375 by chris kulla in ue5-release-engine-test branch]
2021-11-08 18:09:31 -05:00
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
lukas hermanns
85dec65f90 Add bSupportsDxc to DataDrivenPlatformInfo.
#rb Arne.Schober, Rolando.Caloca
[FYI] Josh.Adams, Brian.White, Florin.Pascu
#jira none
#rnx

#ROBOMERGE-AUTHOR: lukas.hermanns
#ROBOMERGE-SOURCE: CL 17776856 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v881-17767770)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0

[CL 17776906 by lukas hermanns in ue5-release-engine-test branch]
2021-10-11 17:16:04 -04:00
will damon
f8a703f0fd Enable Lumen on macOS.
- Add a few DataDrivenPlatformInfo ShaderPlatform flags for METAL_SM5.
- Attribute dual-source blending targets.
- Match the RWBuffer type for RWScreenProbeRadianceSHDirectional between the HLSL and C++ code.
- Update PF_FloatRGB buffer format to RG11B10Float.

#rb Daniel.Wright, Richard.Wallis, Lukas.Hermanns
#jira UE-117253
#rnx

#ROBOMERGE-SOURCE: CL 16972126 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16972351 by will damon in ue5-release-engine-test branch]
2021-07-27 15:34:35 -04:00
guillaume abadie
84e62d345c Implements r.Bloom.HalfResolutionFFT=2 for quarter-res FFT Bloom
Original author: Bennett Bernardoni

#rb none
#preflight 60ffbc037f21c90001f29648

#ROBOMERGE-SOURCE: CL 16966794 via CL 16970696
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16970849 by guillaume abadie in ue5-release-engine-test branch]
2021-07-27 14:02:28 -04:00
krzysztof narkowicz
2cdfb99ef8 Added per platform setting to toggle distance field support. If it's disabled then no distance data will be cooked and distance fields will be disabled on the target platform.
Renamed FDataDrivenPlatformInfo::AudioCompressionSettingsIniSectionName to TargetSettingsIniSectionName. It's now used to populate PlatformMask at runtime, to make sure that it matches between cook and runtime. Before it was possible to cook with e.g. GRayTracingPlaformMask=0, but then the cooked game would run with GRayTracingPlaformMask=1.

#rb Patrick.Kelly
[FYI] Patrick.Kelly, Daniel.Wright, Josh.Adams

#ROBOMERGE-OWNER: krzysztof.narkowicz
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 16825469 via CL 16825718
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16825756 by krzysztof narkowicz in ue5-release-engine-test branch]
2021-07-12 11:23:28 -04:00
richard wallis
2241e4ecf0 Fix texture atomic emulation on texture backed buffers to enable temporal super sampling macOS. Removes spvLinearTextureAlignmentOverride that created function specialisation that we don't have support for and would need to work round. Added ElementRowPitch to spvBufferSizeConstants as texture bytes per row have to be aligned. This means spvBufferSizeConstants now has a stride of 3 * uint32.
#jira UE-113030
[at]will.damon, [at]lukas.hermanns, [at]guillaume.abadie
#rb will.damon,  lukas.hermanns,  guillaume.abadie

#ROBOMERGE-SOURCE: CL 16782183 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16782186 by richard wallis in ue5-release-engine-test branch]
2021-06-25 05:51:20 -04:00
nick darnell
c611471f65 CommonInput - Using the new UPlatformSettings, to store per-platform information into an NDA location when each platform is configured. These changes make it so we use the 'real' platform ini name, e.g. There's no more "PC" platform as far as the common input exists for configuring the platforms. So if you setup linux, that's another platform you'd configure. The gamepads are still wonky, they're trying to use platform ini names for gamepad names, going to refactor that so it's not coming from platform names. Made an upgrade path for the old settings that will update and then clear the old configuration. Also removed some settings that were added to DataDrivenPlatformInfo that don't make sense, and updated some platforms that never got the settings to begin with.
Josh.Adams, Michael.Noland, Daren.Cheng
[FYI] Josh.Adams, Michael.Noland, Daren.Cheng

#ROBOMERGE-SOURCE: CL 16605253 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16605300 by nick darnell in ue5-release-engine-test branch]
2021-06-09 10:46:45 -04:00
will damon
a64fc0df1d Enable bSupportsByteBufferComputeShaders for SM5 via Mac and iOS DataDrivenPlatformInfo.ini
#rb carl.lloyd
#jira UE-113266
#rnx
#lockdown Michal.Valient

#ROBOMERGE-OWNER: will.damon
#ROBOMERGE-AUTHOR: will.damon
#ROBOMERGE-SOURCE: CL 16010233 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v789-15992632)
#ROBOMERGE-CONFLICT from-shelf

[CL 16011172 by will damon in ue5-main branch]
2021-04-14 15:53:48 -04:00
Marc Audy
01b7c9f4f5 Merge UE5/RES @ 15958325 to UE5/Main
This represents UE4/Main @ 15913390 and Dev-PerfTest @ 15913304

[CL 15958515 by Marc Audy in ue5-main branch]
2021-04-08 14:32:07 -04:00
Josh Adams
b741c98591 - Giving each platform a Guid forevermore, in DataDrivenPlatformInfo
- MediaModule now uses the platform Guid from DDPI instead of having a per-platform MediaInfo module that only supplied a Guid. Deleted many platform extension modules
#rb thomas.engel

[CL 14824685 by Josh Adams in ue5-main branch]
2020-11-30 18:59:13 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
Josh Adams
5f27a8dbcb [Upgrade Notes Critical! Licensee build scripts and DeviceProfiles may need updating]
- Formalizing all TargetPlatforms to have a Client version, rename WindowsNoEditor to Windows, and removing DDPI specification of TargetPlatforms, and generate them programmatically
- Updated names DeviceProfiles and Build scripts, as above
- Some PlatformInfo class cleanup
- Added a TNonDesktopTargetPlatformBase class to make most TargetPlatforms simpler
- Added "No Compiled Support" to the Turnkey LaunchOn menu when the TargetPlatforms aren't compiled in (to show that even if you install an SDK, you will need to compile before you can LaunchOn)\
- Starting the transition away from PlatformInfo::FPlatformInfo to FDDPI

[CL 13966487 by Josh Adams in ue5-main branch]
2020-07-29 16:19:10 -04:00
Josh Adams
94f4be4de1 - Renamed PlatformInfo::FPlatformInfo to PlatformInfo::FTargetPlatformInfo
- Renamed FDataDrivenPlatformRegistry::FPlatformInfo to FDataDrivenPlatformInfo
- Moved some fields from PlatformInfo::FTargetPlatformInfo to FDataDrivenPlatformInfo, and cleaned them up in the process
- Fixed the DataDrivePlatformInfo.ini files to match the previous items
- Removed FVanillaPlatformEntry, and now just using FTargetPlatformInfo to manage flavors under a vanilla PlatformInfo (see PlatformInfo::GetVanillaPlatformInfoArray())
- Cleaned up TPerPlatformValue, as it was often misused (took a group and platform name, but we can get the group from the platform name) [AnimationSharingManager.cpp, *Engine.cpp, Runtime\Engine\*, ]
- Fixed FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to use IniPlatformName instead of some hacky code [BlueprintNativeCodeGenManifest.cpp]
- Fixed various Turnkey bugs that recent testing exposed
- Enabled AUTOSDKS_ENABLED in both Mac and Linux on the Editor side (not that there are much set up to use it)
- Using Turnkey to get the SDK status instead of ValidatePlatforms (gives more detailed information - may want to go back to ValidatePlatforms so only UBT is needed, but change it to give more info)
- Moved OnDeviceDiscovered and Lost delegates from each platform's TargetPlatform class to a static in ITargetPlatform - there was no need for per-platform implementations
- Started working on allowing for SDK to be installed with editor running and not need to restart editor - Work in Progress! It is not usable yet.
#fyi jack.porter
#rb pete.sauerbrei

[CL 13816905 by Josh Adams in ue5-main branch]
2020-07-01 17:07:12 -04:00
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
Ben Marsh
0cc6e3dca6 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
#rb none
#rnx

[CL 6631504 by Ben Marsh in Main branch]
2019-05-24 11:51:54 -04:00