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11 Commits
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74c879d5f3 |
Updating copyrights for Engine Programs.
#rnx #rb none #jira none #ROBOMERGE-OWNER: ryan.durand #ROBOMERGE-AUTHOR: ryan.durand #ROBOMERGE-SOURCE: CL 10869242 in //Fortnite/Release-12.00/... via CL 10869536 #ROBOMERGE-BOT: FORTNITE (Main -> Dev-EngineMerge) (v613-10869866) [CL 10870960 by Ryan Durand in Main branch] |
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7598af0532 |
Update copyright notices to 2019.
#rb none #lockdown Nick.Penwarden [CL 4662404 by Ben Marsh in Main branch] |
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13d012685f |
Merging copyright update from 4.19 branch.
#rb none #rnx #jira [CL 3818977 by Ben Marsh in Staging-4.19 branch] |
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156d74fdd3 |
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3635055)
#lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3503468 by Marcus.Wassmer Fix merge conflicts Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3608300 by Chris.Bunner Added post process material to preview compile cache set to allow post process volume preview scene improvements. Change 3608302 by Chris.Bunner Fixed decal lifetime fading. #jira UE-48400 Change 3608303 by Chris.Bunner Updated default WritesAllPixels input to ignore dithering (as intended, was disabled due to isues at the time). Fixed material instances returning their local data when not overridden. #jira UE-48254 Change 3608455 by Mark.Satterthwaite Enabling WorldPositionOffset requires disabling fast-math on Metal because the manually specified FMA's are not respected if one or more arguments is a literal which then leads to very different compiler optimisation between the depth-only shader and the base-pass shader. This change will only affect the way Metal compiles shaders. #jira UE-47372 Change 3608462 by Rolando.Caloca DR - Cloth vertex buffers no longer generate dummy vertices Copy from 3608349 and 3608407 Change 3608491 by Rolando.Caloca DR - hlsl - Fix crash when type was not found Change 3608513 by Rolando.Caloca DR - Default to real uniform buffers for Vulkan SM4 & SM5 Change 3608794 by Mark.Satterthwaite Implement SV_DepthLessEqual (maybe right?) for Metal - seems to work in the ParallaxOcclusionMapping test map. #jira UE-47614 Change 3608929 by Mark.Satterthwaite Fix ambiguous expression compile error. Change 3608991 by Mark.Satterthwaite Fix a dumb bug when parsing the Metal compiler version that breaks Metal shader PCH generation on HFS+ volumes. Change 3609090 by Uriel.Doyon StaticMeshComponent and LandscapeComponent now register AO material mask and sky occlusion texture in the texture streamer. Changing the current lighting scenario now triggers an update of the texture streamer, and a refresh of lighting data for instanced static meshes. Added an option to the "liststreamingtextures" named UNKOWNREF allowing to inspect texture without references in the texture streamer. BUILDMATERIALTEXTURESTREAMINGDATA now rebuild every shader in memory and mark for save those with different data. MipBias now behaves the same way in shipping than in other builds. Fixed texture resolution logic for editor tooltips and in game stats. Change 3609659 by Richard.Wallis Remove Eye Adaption Pixel Shader Workaround for macOS 10.11 (El Cap) Nividia. #jira UE-48642 Change 3610552 by Mark.Satterthwaite Optimise the constant-propagation pass in hlslcc by using a hash-table to reduce the cost of looking up the existing constant assignment instructions. The get_assignment_entry drops from 25% of runtime to 2.2% of runtime on a 4.2Ghz Quad i7 2017 iMac. Change 3610662 by Rolando.Caloca DR - hlsl - Fix for rwstructured buffer Fix for floats printed as ints Change 3610830 by Michael.Lentine ByteAddressBuffer does not have a subtype. Change 3610869 by Rolando.Caloca DR - hlsl - Fix disambiguation between 1.r and 1.0.r Change 3610982 by Mark.Satterthwaite Use the correct code to dump Metal shader text for debugging at runtime. Change 3610996 by Rolando.Caloca DR - hlsl - Actual fix for 0.r Change 3611312 by Rolando.Caloca DR - Integrate: Improve performance of bokeh depth of field. * Fewer instances with more work (higher quad count) per instance. * Improves performance on RX 480 in the Infiltrator demo by 0.37 ms at 1080p and 0.50 ms at 1440p (average frame time over the beginning of the demo, including the hallway confrontation between the guard and the infiltrator, where heavy DOF is used). * Similar optimizations may be possible for other systems that perform similar "instanced draws of quads" (e.g. virtual texture page table updates, lens blur, and velocity scatter). Change 3611345 by Mark.Satterthwaite Missed the hash-table destructor in previous change. Change 3611372 by Rolando.Caloca DR - vk - New barrier/layout api Change 3611445 by Mark.Satterthwaite Fix stupid bugs in MetalBackend's LoadRWBuffer helper function where the wrong type was being used - won't fix problems in the LinearTexture case though. Change 3611686 by Mark.Satterthwaite Remove the sampler from the Metal Linear Texture SRV path as for reasons so far unknown it doesn?╟╓t work with the light grid culling. #jira UE-48881 Change 3611743 by Mark.Satterthwaite Implement early depth test for Metal - it is implemented such that manual specification of the SV_Depth* outputs will elide the early_fragment_test qualifier as Metal does not permit both at present. Change 3611746 by Mark.Satterthwaite Use early fragment tests implicitly unless we perform a direct resource write or use discard - explicit depth writes always disable early fragment tests as Metal doesn?╟╓t allow both. This should better match D3D driver behaviour. Change 3611756 by Mark.Satterthwaite Missed a header file in last commit. Change 3611836 by Mark.Satterthwaite Fixed the use of Metal?╟╓s capture manager so that it doesn?╟╓t capture more frames than intended. Change 3611843 by Mark.Satterthwaite Tidy up the handling of when to increment the frame count for the Metal capture manager. Change 3612279 by Michael.Lentine Move FP16 Math to Public so that it can be included as part of platform which is where the other float/half defines happen. Change 3612595 by Rolando.Caloca DR - hlslcc - Rebuilt with CL 3611345 Change 3612665 by Rolando.Caloca DR - Make cubemap mip barrier consistent with HZB mip barriers Change 3612758 by Daniel.Wright FColor usage comment Change 3612980 by Rolando.Caloca DR - hlsl - Do not overflow ints Change 3613068 by Rolando.Caloca DR - vk - Initial fix for transition validation warnings Change 3613115 by Daniel.Wright Volumetric lightmap voxels are now always cubes Bricks outside of any Lightmass Importance Volume will never be refined Change 3613124 by zachary.wilson Enabling Eye-Adaptation in TM-ShaderModels. Change 3613205 by Mark.Satterthwaite Fully disable linear textures in Metal - they simply aren't performant. Instead we'll have to use helper functions to dynamically type-cast appropriately within the shader. This is currently only configured for a handful of UAV types and will need to be extended. Change 3613208 by Mark.Satterthwaite Add code to MetalBackend to promote half types to float for math operations to avoid compiler errors. Change 3613354 by zachary.wilson Fixing up the Bloom_FFT map. Renaming to fit qa conventions, updating content and improving workflow. Change 3613409 by Rolando.Caloca DR - vk - Layout as part of descriptor writes Some access flag warning fixes Change 3613518 by Daniel.Wright Added 'Render Unbuilt Preview Shadows in game' rendering project setting and r.Shadow.UnbuiltPreviewInGame cvar Change 3613610 by Daniel.Wright Volumetric lightmap visualization sphere size is now a fraction of the corresponding brick world size Change 3613651 by Daniel.Wright [Copy] Fixed landscape in the Global Distance field on PS4. Multiple updates to a vertex buffer using BUF_Dynamic cause a race condition on PS4 with no assert. Also added shrinking for GDistanceFieldUploadData which saved 15Mb. Change 3613696 by Mark.Satterthwaite Add the Metal SRV format for Index buffers so that they can be properly type-cast inside the shader. Fixes recompute tangents with latest changes. Change 3613697 by Rolando.Caloca DR - vk - Fix missing layout Change 3613922 by Rolando.Caloca DR - vk - Some fixes for layout/transitions - Disable GSupportsDepthFetchDuringDepthTest on desktop as the deferred renderer is not copying the aux depth in the right spot and will be removed Change 3614009 by Mark.Satterthwaite TPS Approved: Integrating the MIT-licensed mtlpp C++ Metal wrapper from Nikolay Aleksiev which will slowly replace previous Metal API wrappers in MetalRHI. Change 3614015 by Mark.Satterthwaite Initial extensions to mtlpp: - Fixed over retention of alloc-init'd objects. - Added 10_13 & 11_0 availablity macros. - Started, but have not yet finished adding new Metal API function wrappers. Change 3614909 by Rolando.Caloca DR - Fix static analysis Change 3614916 by Michael.Lentine Add function to convert FP32 to FP16 Change 3614957 by Mark.Satterthwaite mtlpp declarations for macOS 10.13 & iOS 11 Metal features - no matching definitions yet. Change 3614995 by Mark.Satterthwaite Revert all changes to project config's from Rhino that should not have come back to Dev-Rendering, keeping only the solitary change to Metal shader standard necessary for ShowdownDemo. Change 3615035 by Rolando.Caloca DR - Generate mips using shader for HZB Change 3615561 by Rolando.Caloca DR - Fix deprecation warning Change 3615787 by Mark.Satterthwaite Only emit min. OS version specification into the Metal shader bytecode for macOS as we share shaders between iOS & tvOS and this option inhibts that. #jira UE-48919 Change 3616317 by Mark.Satterthwaite Make TonemapperConfBitmaskPC the proper size so we dn't attempt to access uninitialized memory. Change 3616357 by Mark.Satterthwaite And fix some compile errors... Change 3616473 by Rolando.Caloca DR - Render pass api minor changes Change 3616518 by Mark.Satterthwaite Fix a merge snafu where dead code was retained where it shouldn't be. #jira UE-48472 Change 3616706 by Rolando.Caloca DR - Vulkan fixes (integration from Vulkan working branch) - Fix for editor outline - Fix for profilegpu Change 3616770 by Rolando.Caloca DR - vk - Mark GIsGPUCrashed on device lost Change |
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20bf0eb6a1 |
Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none #lockdown Nick.Penwarden [CL 3226823 by Ben Marsh in Main branch] |
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4ba423868f |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#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] |
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6af6c038ea |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2982165)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2963214 on 2016/05/02 by Ben.Marsh
BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running.
Change 2972295 on 2016/05/10 by Ben.Marsh
EC: Remove spacing in notification emails to reduce size, and help prevent gmail from truncating messages. Also allow mailing notification emails when doing a dry run, and reading stream settings from another branch.
Change 2976096 on 2016/05/12 by Ben.Marsh
EC: Store properties for the last succeeded builds, including the list of users that were notified about it.
Change 2976390 on 2016/05/12 by Ben.Marsh
EC: Add a separate line to the notification email summary with a link to edit settings, and pass the missing ec-update parameter to set the last build status.
Change 2976441 on 2016/05/12 by Ben.Marsh
UAT: Remove log file copy on builders after UAT failure. This is done outside the EC step that originally did it now.
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bb70b349ce |
Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden [CL 2819020 by Matthew Griffin in Main branch] |
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149375b14b |
Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch] |
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3aece47882 |
Docs: Removed file comments and added missing code documentation
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time. Also cleaned up some random stuff along the way: - relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now) - header guards are deprecated, use #pragma once instead (all compilers support it now) - space between multiple template brackets is no longer required (all compilers support >> now) - NULL to nullptr, OVERRIDE to override - spelling errors, whitespace, line breaks [CL 2104067 by Max Preussner in Main branch] |
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324683ce78 | Engine source (Main branch up to CL 2026164) |