- Overhauled in viewport toolbar
- Updated active viewport outline and hidden tab dock icons
#rb none
[CL 13307248 by Matt Kuhlenschmidt in ue5-main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870586 by ryan durand 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 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]
Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI.
While asleep, Slate will skip the Tick & Paint pass for that frame entirely.
- There are TWO ways to "wake" Slate and cause a Tick/Paint pass:
1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active.
- Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick.
2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked.
- The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action.
- Examples include animation, async operations that update periodically, progress updates, loading bars, etc.
- An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before.
- An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick()
- There are THREE ways to unregister an active tick:
1. Return EActiveTickReturnType::StopTicking from the active tick function
2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick()
3. Destroy the widget responsible for the active tick
- Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar
- There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed.
- The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f)
- The FCurveSequence API has been updated to work with the active tick system
- Playing a curve sequence now requires that you pass the widget being animated by the sequence
- The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete
- GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end.
[CL 2391669 by Dan Hertzka in Main branch]