Commit Graph

55 Commits

Author SHA1 Message Date
yujiang wang
d30fed9551 Fix CPU Lightmass by coverting LWC types to single precision
#rb juan.canada
#preflight 619c5386fa0b360c407f9573

#ROBOMERGE-AUTHOR: yujiang.wang
#ROBOMERGE-SOURCE: CL 18266488 in //UE5/Release-5.0/... via CL 18266508
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18266515 by yujiang wang in ue5-release-engine-test branch]
2021-11-22 22:06:39 -05:00
dmytro vovk
fe1651081e Fixed UnrealLightmass compilation
#rb none
#jira none

#ROBOMERGE-SOURCE: CL 17050253 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v850-17047176)

[CL 17050268 by dmytro vovk in ue5-release-engine-test branch]
2021-08-04 09:53:52 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
yujiang wang
88042f236e Fix Lightmass backface detection to also consider two sided materials
#rb none
#jira none

#ROBOMERGE-SOURCE: CL 12131786 in //UE4/Release-4.25/... via CL 12131816
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v659-12123632)

[CL 12140391 by yujiang wang in Main branch]
2020-03-11 17:10:19 -04:00
Ryan Durand
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]
2019-12-26 23:06:02 -05:00
yujiang wang
acfd436b8b Account for texel size to avoid creating tiny irradiance cache entries and post-aliasing issues
#rb none
#jira UE-80036
#lockdown cristina.riveron

#ROBOMERGE-SOURCE: CL 10482502 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v606-10482310)

[CL 10482504 by yujiang wang in Main branch]
2019-12-02 08:13:54 -05:00
yujiang wang
14c67a5c3d Improve dark corner mitigation by storing backfacing hits fraction inside irradiance cache records and marking texels as unmapped when their interpolated backfacing fraction > 0.5
#jira UE-80036
#rb none

#ROBOMERGE-SOURCE: CL 9763259 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v545-9751379)

[CL 9763270 by yujiang wang in Main branch]
2019-10-23 16:26:50 -04:00
Stefan Boberg
1f813eb516 Copying //UE4/Dev-Core to Main (//UE4/Main)
#rb many

[CL 9405827 by Stefan Boberg in Main branch]
2019-10-03 16:26:48 -04:00
steve robb
14cab21e0c Deprecating ARRAY_COUNT and changing it to UE_ARRAY_COUNT.
Replicated from CL# 7924370.

#rb none


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

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

[CL 8684840 by Marcus Wassmer in Main branch]
2019-09-14 09:45:25 -04:00
yujiang wang
e17312f971 Cherry pick 7223770: Fix TexelRadius being overriden before backface movement in AdjustRepresentativeSurfelForTexelsTextureMapping
#rb none
#jira none

#ROBOMERGE-SOURCE: CL 7281203 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v369-7254125)

[CL 7281211 by yujiang wang in Main branch]
2019-07-11 16:58:08 -04:00
yujiang wang
a9cd08bdd8 Cherry-pick 7106438: Fix Lightmass crash introduced in CL 6805385
#jira
#rb none

#ROBOMERGE-SOURCE: CL 7106457 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v367-6836689)

[CL 7106458 by yujiang wang in Main branch]
2019-06-20 13:06:45 -04:00
Rolando Caloca
aa0d2303d6 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) @ 6944469
#rb none
#rnx

[CL 6944849 by Rolando Caloca in Main branch]
2019-06-11 18:27:07 -04:00
Rolando Caloca
732810a13b DR - Copying //UE4/Dev-Main@4785067 to //UE4-DevRendering
#rb none
#rnx
#lockdown Marcus.Wassmer

[CL 4790611 by Rolando Caloca in Dev-Rendering branch]
2019-01-23 17:01:56 -05:00
Marcus Wassmer
cbfcbbb93b Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
Should be just copyright updates

[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00
Robert Manuszewski
2752c82adc Merging //UE4/Dev-Main @ 4664414 to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4675693 by Robert Manuszewski in Dev-Core branch]
2019-01-02 00:55:51 -05:00
Steve Robb
3ecfe5151c TIndirectArray's placement new syntax deprecated, which can cause new/free or malloc/delete mismatches.
Also see UE-64535.

#rb martin.ridgers
#fyi luke.thatcher

[CL 4623722 by Steve Robb in Dev-Core branch]
2018-12-03 10:52:48 -05:00
Robert Manuszewski
e58195c20a Merging //UE4/Dev-Main @ 4359072 to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4360401 by Robert Manuszewski in Dev-Core branch]
2018-09-12 02:17:19 -04:00
Rolando Caloca
e3ec1a0d94 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 4073167 by Krzysztof.Narkowicz

	Added subsurface profile for eye shading model.
	#jira none

Change 4073422 by Krzysztof.Narkowicz

	Added dual specular for subsurface profile shading model.
	#jira none

Change 4075278 by Krzysztof.Narkowicz

	Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail.
	#jira none

Change 4084231 by Krzysztof.Narkowicz

	Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features.
	#jira none

Change 4092798 by Matt.Collins

	Some HDR refactoring.

	Previously the DisplayOutput and ColorGamut were only set in GameUserSettings.
	I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants.

Change 4096954 by Chris.Bunner

	Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code.

Change 4111285 by Brian.Karis

	Eye shading update.
	Added Iris normal (disabled). Removed wrap. Fixed contact shadows.

Change 4155261 by Krzysztof.Narkowicz

	Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution.

	#jira none

Change 4167644 by Krzysztof.Narkowicz

	Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files.

Change 4183727 by Yuriy.ODonnell

	Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available).

	Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner.
	This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements.

	Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush.
	Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals.

	Added support for DBuffer decals with emissive component.

	Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals.

Change 4197684 by laz.matech

	Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair).

	#jira none

Change 4225614 by Rolando.Caloca

	DR - Enable depth collision particles on Vulkan mobile

Change 4235489 by Uriel.Doyon

	Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights.

	#jira UE-59525

Change 4260154 by Mark.Satterthwaite

	Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker.

Change 4270594 by Brian.Karis

	Fix for textured rect light L pointing away from plane due to approximate diffuse integration.

Change 4273361 by Daniel.Wright

	Particle Cutouts with 8 verts now always use stochastic approach.  Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop.

Change 4309174 by Mark.Satterthwaite

	Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used.

Change 4310121 by Matt.Collins

	Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing.

	#jira none

Change 4312960 by Daniel.Wright

	Fix from Stephen Hill for incorrect light grid culling near the near plane

Change 4314169 by Richard.Wallis

	FShaderCache and associated public structures are now marked as deprecated.  All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic.

	#jira none

Change 4320760 by Arne.Schober

	DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run).
	#jira UE-60992

Change 4334607 by Uriel.Doyon

	Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails).
	Now settings a light Intesity to default resets the brightness to the archetype brightness.
	This handles correctly cases where the intensity units differs between the two objects.
	Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness
	(by recomputing the Intensity).

	#jira UE-61401

Change 4336188 by Rolando.Caloca

	DR - Added -ReduceThreadUsage so programs can use less threads (for SCW )

Change 4337967 by Rolando.Caloca

	DR - Remove unused RHISupportsShaderCompression function

#rb none

[CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
Marcus Wassmer
8522799c64 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4072632)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3870267 by Arne.Schober

	DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
	Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary

Change 3872507 by Arne.Schober

	Back out changelist 3870267

Change 3988916 by Marcin.Undak

	Quail/Linux compilation fix #rb none #codereview arciel.rekman

Change 4042277 by Rolando.Caloca

	DR - Clear UBs between PSOs on D3D to help track down not setting resources

Change 4042297 by Arne.Schober

	DR - Fix case where LPV requires SSAO to run but no GBuffer is available in formward mode. In this case we force the behaviour to use the simple AO (as ASyncAO pass)
	#jira UE-42135

Change 4042404 by Jian.Ru

	Fix a race condition when RT is disabled and then re-enabled
	#jira

Change 4042437 by Richard.Wallis

	Mac Localization - Mac now uses FUICommand and NSLOCTEXT to build main menu items.  Don't fetch menu items using name since that could change.  Lookup using ID's.

	Note:
	New CB function binding system in *FStartupApplicationToMacMenuBinder*.  Added to simplify the existing and new CB function binding.

	Update:
	Application menu now also gets an update on runtime langauge changed event.  Other menu's get updated anyway as per runloop updates.

	#jira UE-49526

Change 4042602 by Guillaume.Abadie

	Adds support for alpha channel in DOF.

Change 4042603 by Guillaume.Abadie

	Gates global sampler behind SUPPORTS_INDEPENDENT_SAMPLERS for nicer error messsage on platform that do not support them.

Change 4042671 by Guillaume.Abadie

	Massages DOF's shader code for HLSLCC.

Change 4042772 by Mark.Satterthwaite

	Expose the MTLComputePipelineState's label string.

Change 4043013 by Juan.Canada

	Fixed bounds of skeletal meshes could be inverted (min > max) with negative scaling. That was breaking occlusion tests in some scenes, creating flicking issues.
	#jira UE-49290

Change 4043171 by Rolando.Caloca

	DR - Workaround crash on hlslcc

Change 4043182 by Uriel.Doyon

	Fixed skylight issues when using pre-exposure.
	Improved IndirectIrradiance gbuffer encoding when using pre-exposure.

Change 4043452 by Mark.Satterthwaite

	Extensively refactor the MetalRHI GPU profiling code. There is now a "MetalProfiler Start/Stop/Frames=X" in-game command that will spit out JSON files similar to the platform-agnostic TracingProfiler, but this displays the command-buffer encoding and execution which actually makes sense with Metal where we can't arbitrarily insert requests for time-stamps and breaking command-buffers/encoders is expensive.

Change 4044732 by Richard.Wallis

	Fix for macOs restoring to fullscreen results in render with large black border.  Also tested that is fix doesn't seem to re-introduce UE-51270 (CL 3696161).  There appears to be an edge case that can cause the toogleFullScreen: method to not correctly expand window frame to the full screen size - we end up with a frame size of the previous setting.  Forcing the correct values doesn't fix the issue - the only consistant fix seems to be to re-introduce the - (NSSize)window:(NSWindow *)window willUseFullScreenContentSize:(NSSize)proposedSize delegate method.

	#jira UE-57549

Change 4044741 by Guillaume.Abadie

	Fixes a couple of regressions in DOF when using temporal upsampling.

Change 4044753 by Guillaume.Abadie

	Fixes a bug in WaveBroadcastIntrinsics.ush

Change 4045010 by Guillaume.Abadie

	Creates TM-DepthOfField in QAGame to test DOF.

Change 4045417 by Jian.Ru

	Prevent recursive flush
	#jira

Change 4045923 by Mark.Satterthwaite

	Further insulate private plugin usage within MetalRHI.

Change 4046006 by Mark.Satterthwaite

	Simplify dependency on the private module and hope it now builds properly.

Change 4046612 by Mark.Satterthwaite

	Apple A9 introduced support for baseVertex & baseInstance, earlier GPUs don't support it at all. The code was incorrectly compiling shaders assuming they did at given Metal shader standard versions. Instead we always compile mobile shaders assuming they don't support base index & vertex and for dektop shaders we now need an A9 or better GPU for it to work.

	#jira UE-55234

Change 4047504 by Mark.Satterthwaite

	Supress warnings about the missing module when not available or enabled. Also make it work on all Metal platforms.

Change 4048765 by Uriel.Doyon

	Fixed compilation issue from CL 4048308

Change 4048776 by Guillaume.Abadie

	Fixes a static pixel projection regressions in TAA caused by alpha channel support in DOF.

Change 4049059 by Mark.Satterthwaite

	Thread names in the MetalProfiler output and don't load the private module when selecting a device as it isn't useful anymore.

Change 4050290 by Mark.Satterthwaite

	Sort out the timebase for all the different Metal clocks when profiling - everything is now in microseconds and seems to line up! Need to rework all the other timing code similarly - but not in this commit.

Change 4050822 by Mark.Satterthwaite

	Partial custom counter support - still has bugs.

Change 4051210 by Guillaume.Abadie

	Dumps PermutationID of shader when shader compile worker crashes.

Change 4051652 by Guillaume.Abadie

	Optimises DOF's reduce with wave broadcast instrinsics.

Change 4051839 by Mark.Satterthwaite

	Tiny fix to changing custom counters.

Change 4052553 by Guillaume.Abadie

	Implements GATHER_INPUT_LAYOUT_RGB_SEPARATE_COC to save texture bandwidth in gather pass.

Change 4052611 by Guillaume.Abadie

	Fixes a crashes in light shaft.

Change 4052916 by Mark.Satterthwaite

	Extend the Mac & iOS Frame-Pacer API to proivde the target output time and the intended duration so that the MetalProfiler can record the display V-Blank window.

Change 4053111 by Rolando.Caloca

	DR - hlslcc - RequiresNegateDDY()

Change 4053402 by Mark.Satterthwaite

	Add instrumentation for buffer & texture allocation and shader & pipeline compilation to MetalProfiler. Everything that I personally care to track should now be in place but the implementation details are grim so there's still plenty of room for improvement.

Change 4053454 by Mark.Satterthwaite

	More attempts to allow the builders to compile for Mac in such a fashion that the private module's perfectly innocuous headers don't cause an error.

Change 4053765 by Guillaume.Abadie

	Fixes a failure in DOFGather's ShouldCompilePermutation() caused by R11G11B10 change.

Change 4053911 by Marcus.Wassmer

	Copying //Tasks/UE4/Dev-Rendering-RectLight@4053906 to Dev-Rendering (//UE4/Dev-Rendering)

Change 4053915 by Marcus.Wassmer

	Attempt to fix what looks like some unity build rearrangement issue.

Change 4053916 by Marcus.Wassmer

	Fix PS4 shader compile issues.  Point seems to be a reserved keyword in PSSL

Change 4054642 by Rolando.Caloca

	DR - Fix SCW not showing correct callstack/exception info on crashes

Change 4054661 by Mark.Satterthwaite

	Make thre MetalBackend convert depth texture sampls to float4 from float to match the expected return type and fix compiler errors.

	#jira UE-58670

Change 4054780 by Guillaume.Abadie

	Cuts number of shader permutation for DOF's gather pass from 138 to 41.

Change 4054950 by Rolando.Caloca

	DR - vk - Fix negated ddy

Change 4055019 by Guillaume.Abadie

	Cuts number of shader permutation for tonemapper from ~2k to 64.

Change 4055144 by Guillaume.Abadie

	Adds an ensure to catch when there is too many permutations on a global shader.

Change 4055240 by Krzysztof.Narkowicz

	Checkboard subsurface fix for resolutions non divisible by 2. Align up subsurface prepare buffer, so downsampling always pickups correct pixel from the full-res buffer.
	#jira FORT-79981

Change 4055323 by Rolando.Caloca

	DR - Fix GLSL-based platforms

Change 4055387 by Guillaume.Abadie

	Adds a point mirror between foreground and background bokeh to be phisically accurate.

Change 4055403 by Rolando.Caloca

	DR - Fix uninitialized var causing crash

Change 4055709 by Guillaume.Abadie

	Fixes a crash in SunTemple.

Change 4055771 by Guillaume.Abadie

	Fixes DOF's reduce pass being compiled for SM4.

	#jira UE-58714

Change 4055876 by Rolando.Caloca

	DR - hlslcc - Fix crash during loop analysis on empty if() blocks

Change 4056026 by Rolando.Caloca

	DR - Enable volumetric fog on Vulkan

Change 4056272 by Guillaume.Abadie

	Exposes new DOF settings in post process settings.

Change 4056460 by Brian.Karis

	Fix uniform buffer assert.

Change 4057151 by Guillaume.Abadie

	Fixes a bug in DOF's temporal stability gathering pass.

Change 4057220 by Guillaume.Abadie

	Cherry-picks and reworks experimental AO decal from GDC 2017's The Human Race demo.

	AO decal are on purpose not supported with ASync AO, because the proper way location to do that would be right before whenever a pass use it, but is currently challenging to track down considering the screen space AO buffer is used a by a lot of different passes through the scene texture uniform buffer.

	#jira UE-53997

Change 4057587 by Rolando.Caloca

	DR - Enable Diaphgram DOF on Vulkan

Change 4058022 by Guillaume.Abadie

	Exposes new DOF settings to UCineCameraComponent

Change 4058136 by Guillaume.Abadie

	Replaces Circle DOF with Diaphragm DOF on supported platforms by default, with renderer settings to fallback.

Change 4058338 by Jostin.Bilyeu

	Checking in new map for verifying Mobile rendering features in conjunction with TAAU

Change 4058352 by Matt.Collins

	Wrapped NSString for lambda capture.

Change 4058500 by Rolando.Caloca

	DR - Fix bad normals & tangents on GL mobile

	#jira UE-57769

Change 4058723 by Rolando.Caloca

	DR - vk - Split device pipeline cache off generic cache file

Change 4058782 by Mark.Satterthwaite

	Rebuild Mac hlslcc for 4055876

Change 4058791 by Mark.Satterthwaite

	Force MetalBackend to pick up new hlslcc.

Change 4058840 by Guillaume.Abadie

	Fixes a bug in DOF's scalability setting groups

Change 4058928 by Daniel.Wright

	Fixed dangling FSceneViewStateReference references getting created when scene capture reallocates its ViewStates array

Change 4059141 by Marcus.Wassmer

	PR #3799: Fix for leak in BatchedLines (Contributed by DSDambuster)

Change 4059227 by Brian.Karis

	Fix for simple forward

Change 4059269 by Marcus.Wassmer

	Update test screenshots to account for minroughness changes from devrectlight

Change 4059478 by Mark.Satterthwaite

	It looks like FMetalCompiledShaderCache was misusing FRWScopeLock in ways that I can't believe even compiled - it looks like it ended up creating and destroying the scope-lock as a temporary rather than treating it as a block-local variable.

	#jira UE-58773

Change 4059870 by Guillaume.Abadie

	Works arround an HLSLCC bug in DOF's recombine pass that was using a AtomicMax(asfloat(MyFloat)).

	#jira UE-58850

Change 4060324 by Rolando.Caloca

	DR - Very minor render pass

Change 4060328 by Rolando.Caloca

	DR - vk - Fix crash when running with r.Vulkan.DelayAcquireBackBuffer=0

Change 4060461 by Jostin.Bilyeu

	Updated test map for use during Mobile Rendering based testing. Map name TM-Mobile_TAAU

Change 4060698 by Marcus.Wassmer

	Merging xbox compile fix

Change 4060930 by Marcus.Wassmer

	Fix android compile

Change 4060971 by Mark.Satterthwaite

	Some missing #defines to guard functions that require an external plugin.

	#jira UE-58910

Change 4061104 by Guillaume.Abadie

	Whitelists mobile tonemapper's high number of permutation in mean time it gets fixed by UE-58014.

	#jira UE-58900

Change 4061364 by Jostin.Bilyeu

	updated Test map TM-TAAU_Mobile to added lighting importance volume, reflection spheres etc.

Change 4061743 by Mark.Satterthwaite

	Fix another build error for iOS.

	#jira UE-58827

Change 4061753 by Arne.Schober

	DR - Higher precision (16bit per channel) for RecomputeTangent and Skincache
	#jira UE-58525

Change 4062236 by Mark.Satterthwaite

	AppleTV doesn't appear to support the set*Bytes APIs in Metal.

	#jira UE-58580

Change 4062320 by Guillaume.Abadie

	Enables bokeh simulation on scattered bokeh on Epic post process settings.

Change 4062402 by Guillaume.Abadie

	Phiscally animates the rotation of the bokeh as aperture changes.

Change 4062587 by Mark.Satterthwaite

	Fix another Ocean compile error.

	#jira N/A

Change 4062811 by Marcus.Wassmer

	Only do newton iterations for area lights
	Fixes a host of AMD-only bugs

Change 4063174 by Marcus.Wassmer

	Workaround shipping build compile error for all clang platforms.

Change 4063760 by Guillaume.Abadie

	Changes the default number of diaphragm blades to 7.

Change 4063992 by Marcus.Wassmer

	Fix DX12 crash when depthboundstest not available.

Change 4064233 by Rolando.Caloca

	DR - Proper fix for GL changes related to tangents

	#jira UE-58948

Change 4064323 by Uriel.Doyon

	Increase the max number of uavs to 16

	#jira 58898

Change 4064428 by Guillaume.Abadie

	Fixes a crashes on XB1 when doing async SSAO.

Change 4064525 by Uriel.Doyon

	Better logic for depth bound support in d3d12.

	#jira 58956

Change 4064694 by Jian.Ru

	Fix a bug in FMaterialBakingModule::ReadTextureOutput caused by uninitialized variables

Change 4064873 by Guillaume.Abadie

	Fixes wrong resource transitions in DOF's reduce passes.

Change 4064956 by Guillaume.Abadie

	Disables R11G11B10 optimisations on platforms that can't supports more than 8 UAVs.

Change 4065215 by Arne.Schober

	DR - Make Clang Happy the standart says: "A variable or non-overloaded function whose name appears as a potentially-evaluated expression is odr-used unless it is an object that satisfies the requirements for appearing in a constant expression (5.19) and the lvalue-to-rvalue conversion (4.1) is immediately applied."
	In English this means that when the reference is taken (or it is passed by reference) the pointers could be compared and therefore needed to be allocated.

Change 4065312 by Guillaume.Abadie

	Fixes D3D12RHI doing a draw indexed indirect behind a DrawPrimitiveIndirect()

Change 4070361 by Guillaume.Abadie

	Fixes resource transitions for PS4. PS4 RHI's logic to check for resource transition is still buggy.

Change 4070778 by Marcus.Wassmer

	Fix bad merge

Change 4071337 by Rolando.Caloca

	DR - vk - Do not spam log

Change 4048308 by Uriel.Doyon

	Merging //UE4/Partner-MGPU to Dev-Rendering (//UE4/Dev-Rendering) at CL 4047519 :
	- Fixed d3derror when resizing the window in multi-gpu.
	- Fixed d3d12 checks when exiting in multi-gpu.
	- Command context containter can now only be used with a single gpu mask. This cleans up passing the mask everywhere.
	- RenderPass now reuse the current GPUMask instead of assuming the view mask. Decoupling furter more the binding.
	- Removed of IRHIComputeContext::GetContextForGPUMask().
	- Removed GPUMask from QueueRenderThreadCommandListSubmit and QueueCommandListSubmit since it is now a member of FRHICommandListBase.
	- FRHICommandListBase::CopyContext() can not change anymore the GPUMask and the target list must have the same GPUMask as the reference one.
	- Command lists now have a GPU mask set at creation time.
	- Support for immediate command list GPU mask.
	- Using the new SCOPED_GPU_MASK where we previously used a new command list on the stack.
	- Refactored most NodeMask naming to GPUMask, and also "const FRHIGPUMask&" to "FRHIGPUMask".
	- Commandline option "-mgpu" is now replaced by "-MaxGPUCount=" and "-PresentGPU="
	- Multi-gpu modes are now controlled through  -mgpumode={ gpu0, gpu1, broadcast, avr, afr }
	- Defines WITH_SLI and WITH_MGPU now control the path to multi-gpu support in the engine.
	- Variable GNumActiveGPUsForRendering is now split in  GNumAlternateFrameRenderingGroups and GNumExplicitGPUsForRendering.

[CL 4072858 by Marcus Wassmer in Main branch]
2018-05-15 11:11:48 -04:00
Ben Marsh
30f891786a Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none

============================
  MAJOR FEATURES & CHANGES
============================

Change 3805828 by Gil.Gribb

	UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.

Change 3806784 by Ben.Marsh

	UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.

Change 3807549 by Graeme.Thornton

	Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.

Change 3807727 by Graeme.Thornton

	Unhide the text asset format experimental editor option

Change 3807746 by Josh.Engebretson

	Remove WER from iOS platform

Change 3807928 by Robert.Manuszewski

	When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet

Change 3808221 by Steve.Robb

	GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()

	^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.

Change 3809233 by Graeme.Thornton

	TBA: Misc changes to text asset commandlet
	 - Rename mode to "loadsave"
	 - Add -outputFormat option which can be assigned "text" or "binary"
	 - When saving binary, use a differentiated filename so that source assets aren't overwritten

Change 3809518 by Ben.Marsh

	Remove the outdated UnrealSync automation script.

Change 3809643 by Steve.Robb

	GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value

	#jira UE-53037

Change 3809862 by Steve.Robb

	GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately

	#jira UE-42593

Change 3811190 by Graeme.Thornton

	Add support for writing specific log channels to their own files

Change 3811197 by Graeme.Thornton

	Minor updates to output formatting and timing for the text asset commandlet

Change 3811257 by Robert.Manuszewski

	Cluster creation will now be time-sliced

Change 3811565 by Steve.Robb

	Define out non-monolithic module functions.

Change 3812561 by Steve.Robb

	GitHub #3886 : Enable Brace-Initialization for Declaring Variables

	Incorrect semi-colon search removed after discussion with author.
	Test added.

	#jira UE-48242

Change 3812864 by Steve.Robb

	Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.

	See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html

	#jira UE-53089

Change 3820358 by Ben.Marsh

	PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)


Change 3822594 by Ben.Marsh

	UAT: Improvements to log file handling.

	- Always create log files in the final location, rather than writing to a temp directory and copying in later.
	- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
	- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
	- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.

Change 3823695 by Ben.Marsh

	UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).

	Now always queries changes up to the last change for which zipped binaries are available.

Change 3823845 by Ben.Marsh

	UBT: Exclude C# projects for unsupported platforms when generating project files.

Change 3824180 by Ben.Marsh

	UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).

	#jira

Change 3825777 by Steve.Robb

	Fix to return value of StringToBytes.

Change 3825810 by Ben.Marsh

	UBT: Reduce length of include paths for MSVC toolchain.

Change 3825822 by Robert.Manuszewski

	Optimized PIE lazy pointer fixup. Should be up to 8x faster now.

Change 3826734 by Ben.Marsh

	Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.

Change 3827730 by Steve.Robb

	Try to avoid decltype(auto) if it's not supported.

	See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html

Change 3827745 by Steve.Robb

	Initializer list support for TMap.

Change 3827770 by Steve.Robb

	GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()

	#jira UE-53813

Change 3829189 by Ben.Marsh

	UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.

Change 3830444 by Steve.Robb

	BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
	This should be revisited when Core has its own JSON library.

Change 3830718 by Ben.Marsh

	Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.

	The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.

	For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.

	When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.

	#jira UE-53845

Change 3831064 by Ben.Marsh

	Fix log file contention when spawning UBT recursively.

Change 3832654 by Ben.Marsh

	UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.

Change 3832680 by Ben.Marsh

	UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.

Change 3832695 by Ben.Marsh

	UGS: Invert the options in the 'Show Changes' submenu for simplicity.

Change 3833528 by Ben.Marsh

	UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].

Change 3833543 by Ben.Marsh

	UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.

Change 3834354 by Robert.Manuszewski

	Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.

	#jira UE-52035

Change 3834400 by Robert.Manuszewski

	Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.

	#jira UE-52035

Change 3834947 by Steve.Robb

	USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.

Change 3835004 by Ben.Marsh

	Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.

Change 3835340 by Ben.Marsh

	Fix errors making installed build from directories with spaces in the name.

Change 3835972 by Ben.Marsh

	UBT: Improved diagnostic message for targets which don't need a version file.

Change 3836019 by Ben.Marsh

	UBT: Fix warnings caused by defining linkage macros for third party libraries.

Change 3836269 by Ben.Marsh

	Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.

Change 3836543 by Ben.Marsh

	Enable SoundMod plugin on Linux, since it's already supported through the editor.

Change 3836546 by Ben.Marsh

	PR #4412: fix type mismatch (Contributed by nakapon)


Change 3836805 by Ben.Marsh

	Fix commandlet to compile marketplace plugins.

Change 3836829 by Ben.Marsh

	UBT: Fix ability to precompile plugins from installed engine builds.

Change 3837036 by Ben.Marsh

	UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.

Change 3837037 by Ben.Marsh

	UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).

Change 3837040 by Ben.Marsh

	UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.

Change 3837247 by Ben.Marsh

	UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).

	Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.

Change 3837262 by Ben.Marsh

	UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.

	Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.

Change 3837343 by Ben.Marsh

	UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.

Change 3837356 by Ben.Marsh

	Fix invalid character encodings.

Change 3837727 by Graeme.Thornton

	UnrealPak: KeyGenerator: Only generate prime table when required, not all the time

Change 3837823 by Ben.Marsh

	UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.

Change 3837831 by Graeme.Thornton

	UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives

Change 3837857 by Robert.Manuszewski

	PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)


Change 3837943 by Robert.Manuszewski

	PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)


Change 3838451 by Ben.Marsh

	UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.

	#jira UE-53996

Change 3839519 by Ben.Marsh

	UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.

Change 3843790 by Graeme.Thornton

	UnrealPak: Log the size of all encrypted data

Change 3844258 by Ben.Marsh

	Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.

	Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.

	#jira UE-54157

Change 3845796 by Ben.Marsh

	Workaround for slow performance of String.EndsWith() on Mono.

Change 3845823 by Ben.Marsh

	Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.

	#jira UE-54123

Change 3845901 by Arciel.Rekman

	Linux: fix crash due to lambda lifetime issues (UE-54040).

	- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).

	(Edigrating 3819174 to Dev-Core)

Change 3846439 by Ben.Marsh

	Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.

	Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.

Change 3816608 by Ben.Marsh

	UBT: Use DirectoryReference objects for all include paths.

Change 3816954 by Ben.Marsh

	UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.

Change 3816986 by Ben.Marsh

	UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.

Change 3816991 by Ben.Marsh

	UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.

Change 3823090 by Ben.Marsh

	UAT: Improve logging for child UAT instances.

	- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
	- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
	- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
	- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.

Change 3826082 by Ben.Marsh

	UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.

Change 3827025 by Ben.Marsh

	UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.

Change 3829927 by James.Hopkin

	Made HTTP interface const correct

Change 3833533 by Ben.Marsh

	Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.

Change 3835826 by Ben.Marsh

	UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.

Change 3835969 by Ben.Marsh

	UBT: Fix cases where text is being written directly to the console rather than via logging functions.

Change 3837777 by Steve.Robb

	Format string type checking added to FOutputDevice::Logf.
	Fixes for those.

Change 3838569 by Steve.Robb

	Algo moved up a folder.

[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Chris Bunner
77adbcb22a Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3809756)
#rb None
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3629223 by Rolando.Caloca

	DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847

Change 3629708 by Rolando.Caloca

	DR - vk - Redo some changes from DevMobile
	3601439
	3604186
	3606672
	3617383
	3617474
	3617483

Change 3761370 by Arne.Schober

	DR - Added CityHash to use with conatiners and stuff. It provides good performance and high quallity across multiple platforms.

Change 3761437 by Guillaume.Abadie

	Optimises motion blur compute shader for consoles.

Change 3761483 by Guillaume.Abadie

	Fixes D3D11 RHI lying to dynamic resolution heuristic with t.MaxFPS.

Change 3761995 by Mark.Satterthwaite

	Add the Metal compiler path to the local .pch filename to avoid problems when Xcode moves.

Change 3761996 by Mark.Satterthwaite

	Emit more details when a pixel shader is found to have no outputs at all which Metal doesn't permit. More likely this is a bug in the shader compiler not configuring the in-out mask correctly...

	#jira UE-52292

Change 3761999 by Mark.Satterthwaite

	No need to avoid tessellation for FMetalRHICommandContext::RHIEndDrawIndexedPrimitiveUP anymore - that was from back when the tessellation logic was replicated in each RHI*Draw* implementation.

	#jira UE-51937

Change 3762181 by Joe.Graf

	Changed MaxShaderJobBatchSize to 25 on Mac as it reduced shader compile time by 21%

Change 3762607 by Mark.Satterthwaite

	Remove accidentally included changes from 3761995.

Change 3762612 by Mark.Satterthwaite

	Enable the explicit sincos intrinsic for Metal to avoid instances of UE-52477 that can cause shaders to compile incorrectly through hlslcc.
	#jira UE-52477

Change 3762772 by Michael.Lentine

	Move RHI calls to render thread.

Change 3763021 by Richard.Wallis

	Remove shader cache tool project and implementation.
	#jira UE-51613

Change 3763082 by Guillaume.Abadie

	More SceneTexture, SceneColor and SceneDepth automated tests

Change 3763111 by Richard.Wallis

	Clone of CL 3763033 (Release-4.18):
	Fix for crash upon launching packaged game on Mac with Share Material Shader Code enabled.
	#jira UE-52121

Change 3763657 by Michael.Lentine

	Invalidate ddc for skeletal mesh render data so that the duplicated vertex render structures are properly serialized.

Change 3763727 by Jian.Ru

	Fix Player Collision view mode. It is caused by checking an uninitialized vertex buffer so the check always fail.
	#jira UE-52052

Change 3763738 by Guillaume.Abadie

	Implements SSR input post process material location.

Change 3764271 by Mark.Satterthwaite

	Allow ControlPointPatch lists to flow through MetalRHI as it was setup to handle this transparently - the VSHS compute shader will convert them to triangles to draw. Report the same warning as in the pipeline creation stage as this hasn't been formally validated.

	#jira UE-52454

Change 3764316 by Daniel.Wright

	Added AVolumetricLightmapDensityVolume - gives local control over Volumetric Lightmap density.  Dropping the top mip outside of the play area in Monolith saves 20Mb (35Mb original).
	Volumetric Lightmap no longer refines around static translucent geometry - saves 5Mb in Monolith
	Reworked brick culling by error mechanism.  Now compares error to interpolated parent lighting instead of the brick average - prevents dropping constant value bricks which are near a wall and cause leaking due to parent interpolation after being culled.

Change 3764318 by Daniel.Wright

	Missing file

Change 3764321 by Daniel.Wright

	Shader compiling memory optimizations
	* Editor memory: Sharing uniform buffer includes and GeneratedInstancedStereo.ush per FShaderType (was previously duplicated per FShader job)
	* SCW input size: Sharing uniform buffer includes and SharedEnvironment per batch
	* 7.6Gb of shader job inputs in memory -> .5Gb (13x less) when doing a full shader compile of Paragon Editor
	* 13.8Gb written into worker input files -> 2.9Gb (4.7x less).  Global shaders are never batched when sent to SCW so unoptimized by these changes.

Change 3764595 by Daniel.Wright

	Added VolumetricLightmapDensityVolume asset icons

Change 3764701 by Michael.Lentine

	Add duplicated vertices merging for meshmerge.

Change 3766002 by Guillaume.Abadie

	Fixes a crash in translucency.

Change 3766007 by Guillaume.Abadie

	Oups.... Fixes compilation failure.

Change 3766697 by Guillaume.Abadie

	Giant refactor of global shader interface for upcoming native support of permutation.

	CL generated by python script.

Change 3767205 by Chris.Bunner

	Deferring FMaterial::RenderingThreadShaderMap update to render-thread rather than assumption commands have been flushed.

	#jira UE-50652

Change 3767207 by Chris.Bunner

	Clamp fetched texture coordinates to those available on the mesh.

Change 3767209 by Chris.Bunner

	PR #4203: Early-outs in UMaterialInstance parameter setters (Contributed by stefanzimecki)

	#jira UE-52193

Change 3767772 by Mark.Satterthwaite

	MetalShaderFormat will no longer fallback to text shaders when you ask it to compile to bytecode but the bytecode compiler is not available (either locally or remotely) - this ensures that the DDC can't be poisoned by incorrectly configured clients. The Editor is already setup such that if the remote shader compiler is not configured & Xcode is not available locally the shader-compiler will be invoked to generate text shaders.

	#jira UE-52554

Change 3768604 by Guillaume.Abadie

	Polish up with new global shader function signature.

Change 3768993 by Guillaume.Abadie

	Fixes r.Upscale.Panini cvars

Change 3769478 by Mark.Satterthwaite

	Move the ue4_stdlib.metal & PCH into a temporary directory that exists for the lifetime of the SCW on the remote side as well as the local one and add this path as an include directory.
	#jira UE-52587

Change 3769703 by Mark.Satterthwaite

	For all Metal platforms >= Metal v1.2 transform mul(a,b) into fma(a,b,0) to prevent the Apple compiler reordering operations differently between the base & depth passes which results in variance in the position output.
	For iOS disable fast-math when the vertex-shader uses World-Position-Offset because there are additional problems on the iOS shader compiler that result in position variance even with the above fix - WPO performance will suffer but I don't have any alternatives.
	Remove the depth-offset hack from the depth-only vertex shader again.

	#jira UES-5651

Change 3769763 by Mark.Satterthwaite

	Handle swizzle's in the hlslcc fma identification pass so that we reduce the number of instructions and the platform compiler can't break the instructions up.

Change 3769849 by Mark.Satterthwaite

	Fix CIS error.

Change 3770517 by Richard.Wallis

	Fix for crash when creating a new media texture (AppleIntelHD5000GraphicsMTLDriver!SamplerStage::bindSamplerToTexture()).  Missing texture resource for binding.  Old InitDynamicRHI() code has been refactored out into seperate functions which leaves us on Mac with a NULL resource initially after creation which Metal doesn't like.  This fix puts InitDynamicRHI down the default setup/clear path which inits default resources - I don't think we should use a global dummy in this instance as this is a render target.

	#jira UE-51940

Change 3770688 by Uriel.Doyon

	Fixed texture resolution returning 0 when running blueprint construction scripts at cook time.

Change 3771115 by Mark.Satterthwaite

	Report errors from failed attempts to compile global shaders or we can't see why things fail on non-Windows platforms.

Change 3771263 by Mark.Satterthwaite

	Change the way ManualVertexFetch is enabled on Metal platforms so that it is enabled when targeting Metal v1.2 and higher (macOS 10.12+/iOS 10+). This brings iOS in the Desktop Forward renderer back into line with the Mac.

	#jira UERNDR-300

Change 3773472 by Guillaume.Abadie

	Fixes a crash on PIE of SimpleComposure project.

Change 3773475 by Guillaume.Abadie

	Fixes bug in editor viewport caused by SSR input changes.

Change 3774677 by Arne.Schober

	DR - Deprecated SetLocal from the RHICmdlist
	Fixed some unnecessary PSO collisions.

Change 3777037 by Mark.Satterthwaite

	Remove incorrect change that caused a reference to "accurate::sincos" to appear in some Metal shaders rather than "precise::sincos".

Change 3777122 by Mark.Satterthwaite

	Back out changelist 3777037 - I'm blind and wasn't seeing the real problem was a stale shader cache...

Change 3777196 by Mark.Satterthwaite

	Fix text-shader compilation on iOS 10 - maybe iOS 9 too (untested!).

	We need our own make_scalar type-trait template for ue4_stdlib.metal so that we still compile with older iOS runtime compilers and we can't use as_type to directly implement the packHalf2x16/unpackHalf2x16 intrinsics for these older runtime compilers either.

Change 3779098 by Rolando.Caloca

	DR - vk - Fix query index

Change 3779275 by Mark.Satterthwaite

	Silence the Metal runtime compiler warning caused by use of a deprecated enum value when running text shaders compiled for Metal v1.0/1.1 on a Metal v1.2+ OS.

	#jira UE-52554

Change 3779427 by Rolando.Caloca

	DR - vk - Fix for allocator contention

Change 3779608 by Uriel.Doyon

	Fixed invalid access in the resave package commantlet when building texture streaming material data for materials enabling tesselation.

Change 3784496 by Mark.Satterthwaite

	Temporarily disable USE_OBJECT_COMPOSITING_TILE_CULLING  for Metal shader compilation only - other platforms are unaffected - as it isn't working properly for some reason. need to work out what's up but don't want Distance Fields to be completely snookered in the interim.

	#jira UE-52952

Change 3784608 by Rolando.Caloca

	DR - Copy 3784588
	- Fix for drivers returning out of date swapchains during resizes

Change 3784734 by Mark.Satterthwaite

	Real fix for UE-52952 - MetalShaderFormat wasn't propagating the full thread-group value.

	#jira UE-52952

Change 3784741 by Mark.Satterthwaite

	More Metal debugging commandline options "-metalfastmath" & "-metalnofastmath" to force fast-math on or off for all shaders, must be using runtime-compiled shaders (i.e. -metalshaderdebug or r.Shaders.Optimise=0) to take effect.

Change 3787103 by Guillaume.Abadie

	Kills BuiltinSamplers UB

Change 3787207 by Guillaume.Abadie

	Sorry, compile fix that were fine with local changes...

Change 3787396 by Marcus.Wassmer

	PR #4271: UE-52901: Set VIS_Max meta to hidden (Contributed by projectgheist)

Change 3788028 by Peter.Sumanaseni

	Working linear HDR exr output from sequencer

Change 3788536 by Mark.Satterthwaite

	Track whether the Metal shader uses the discard_fragment function as when this is used but without any other outputs we know we need to bind at least one render-target or a depth-stencil surface but we don't know which. This lets us correctly error when we encounter a shader with no outputs at all which Metal doesn't permit.
	#jira UE-52292

Change 3788538 by Mark.Satterthwaite

	Let's try mitigating UE-46604 on Nvidia by retaining resource references in the command-buffer. This shouldn't be necessary and isn't typically on other vendors but we haven't been able to reproduce this reliably enough to get to the bottom of it.

	#jira UE-46604

Change 3789083 by Guillaume.Abadie

	Implements global shader permutations. Example in ScreenSpaceReflections.cpp.

Change 3789090 by Guillaume.Abadie

	Fixes linux build.

Change 3789106 by Guillaume.Abadie

	Fixes compilation failure in niagara plugin.

Change 3789274 by Guillaume.Abadie

	Avoid hit proxies to clobber TAA's hitsory.

	#jira UE-52968

Change 3789380 by Guillaume.Abadie

	Back out changelist 3789083: global shader permutation because compilation failure in clang.

Change 3789648 by Guillaume.Abadie

	Relands global shader permutation, with clang support.

Change 3789712 by Guillaume.Abadie

	Fixes TestImage show flag with TAAU on.

	#jira UE-53061

Change 3791593 by Guillaume.Abadie

	Reinvalidates shaders with shader permutations.

Change 3791884 by Daniel.Wright

	Added BP setter for LowerHemisphereColor

Change 3791886 by Daniel.Wright

	Added LightmapType to PrimitiveComponent
	* ForceVolumetric allows forcing static geometry to use Volumetric Lightmaps, which can be useful on instanced foliage where seams are prevalent.  Lightmass internal caching still requires lightmap UVs and reasonable lightmap resolution.
	* ForceSurface replaces bLightAsIfStatic
	Improvements to Volumetric Lightmap quality needed for static geometry
	* Stationary light shadowing is now dilated inside geometry
	* Now doing two dilation passes since samples near geometry see inside due to ray start bias
	* Refinement around geometry uses an expanded cell bounds when the geometry is going to use Volumetric Lightmaps, since cross-resolution stitching causes leaking
	Lightmass debug primitives are now tied to a swarm task instead of global - allows debugging of Volumetric Lightmap tasks

Change 3792256 by Guillaume.Abadie

	Fixes a bug where permutation was not actually serialised in FShader, so was ending up recompiling shader at every load.

Change 3792884 by Marcus.Wassmer

	Copying //UE4/Partner-AMD to Dev-Rendering (//UE4/Dev-Rendering)

Change 3793200 by Marcus.Wassmer

	Copying //UE4/Partner-IDV-SpeedTree to Dev-Rendering (//UE4/Dev-Rendering)
	Speedtree 8 support

Change 3793206 by Brian.Karis

	Added color grading control BlueCorrection to correct for artifacts with "electric" blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.

	Added color grading control ExpandGamut which expands bright saturated colors outside the sRGB gamut to fake wide gamut rendering.

	ACES changes.

Change 3793344 by Marcus.Wassmer

	Fix editortest compile

Change 3794285 by Guillaume.Abadie

	Serializes PermutationId according to archive rendering version to avoid issues with old material that were serializing a shader map into UObject.

Change 3794307 by Guillaume.Abadie

	Resaves uassets that were modified between 3789648 and 3794285

Change 3794627 by Mark.Satterthwaite

	Implement two components for MTLPP, an IMP cache for Objective-C selector implementations & an interposition framework for those same selectors:

	- imp_SelectorCache & friends provide the IMP caching for each of the Metal protocols which constitute most of the API, so far I've not covered the Metal classes used for the various descriptor/initializer types. Each type has its own IMPTable which caches the selector's implementation pointer and provides the mechanism to hook that implementation. As Objective-C is runtime dynamic this look up must be performed on the actual Class value returned by an object at runtime - you can't do this at compile time. Even things like NSString which appear compile-time static are really not as NSString is an alias for a class-cluster (NSString, NSMutableString, __NSInlineString and more).
	- The interpose directory contains MTI* files which are the framework for interposing all the functions in Metal's runtime API - I deliberately omit the descriptor classes & read-only functions as there's no benefit to interposing them - which I can build off to create a trace tool or a superior validation layer. Right now this is Mac only as there'll be some problems to solve for iOS/tvOS due to difference in linking requirements - not insurmountable.
	- Rebuild MTLPP's implementation of the C++ wrapper classes around the IMPTable's - this means we avoid all the objc_msgSend overhead for all the classes and functions whose implementations are cached. Right now the IMPTable is going to incur a look-up for all non-copy/move constructors which is suboptimal - ideally the Metal IMPTables would be cached in the Device object as they will be consistent within a single Device.
	- Sort out the MTLPP availability logic - it now exports the availability warnings to the caller and internally just blithely assumes it may call the functions, the caller is responsible for ensuring that calls are made only on appropriate devices & OSes. This reduces MTLPP complexity and better fits how MetalRHI works.
	- Fix a number of retain/release bugs that were lying dormant in MTLPP but exposed by the switch to IMPTables.
	- Add tvOS support.

	Next up, put this into MetalRHI and start fixing all the fallout.

Change 3794631 by Mark.Satterthwaite

	Missed updating mtlpp's build.cs for TVOS.

Change 3794651 by Uriel.Doyon

	UPointLightComponent::GetUnitsConversionFactor() now takes the cone angle as parameter. This allows to fix spotlight unit conversion when using lumens.

Change 3794720 by Guillaume.Abadie

	Fixes a bug in Global{Bilinear,Trilinear}ClampedSampler that was actually doing a Point sampling.

Change 3794749 by Mark.Satterthwaite

	Fix mtlpp.build.cs paths.

Change 3794856 by Mark.Satterthwaite

	Fix some shadowing warnings.

Change 3795484 by Daniel.Wright

	Implemented the Spherical Harmonic windowing algorithm from 'Stupid Spherical Harmonics (SH) Tricks'
	New WorldSettings Lightmass property VolumetricLightmapSphericalHarmonicSmoothing controls the global amount of smoothing applied

Change 3795590 by Brian.Karis

	Area light fixes

	Fixed order of operations. This helps mixing of SourceRadius, SourceLength, and SoftSourceRadius.

Change 3796832 by Marcus.Wassmer

	Correct shouldcache condition for new resolve shader

Change 3796884 by Marcus.Wassmer

	Doing it right this time.

Change 3797196 by Mark.Satterthwaite

	More updates to MTLPP to make things simpler and reduce the number of spurious Objective-C warnings that are emitted because of the way we are using the runtime.

Change 3797200 by Daniel.Wright

	Lightmass now uses the highest density VolumetricLightmapDensityVolume settings that affect any part of a cell

Change 3797221 by Daniel.Wright

	Reduced default SphericalHarmonicSmoothing based on RoboRecall tests.  Now only active with strong direct lighting from static lights by default.

Change 3797411 by Brian.Karis

	Disable ExpandGamut for old tone mapper.

Change 3797462 by Mark.Satterthwaite

	More build warnings silenced after changing to the lowest possible deployment target OS for each library.

Change 3797585 by Mark.Satterthwaite

	Range-based-For support in the NSArray wrapper.

Change 3797836 by Mark.Satterthwaite

	Even more forward-declarations to avoid system headers poking through to the including code from mtlpp.

Change 3798027 by Mark.Satterthwaite

	Fix handling of nil objects, on which no functions may be called, command-buffer retention and IMP declaration.

Change 3798154 by Mark.Satterthwaite

	Fix some egregious memory leaks that rewriting to use mtlpp exposed before we carry on - don't want these slipping into 4.19.

Change 3800990 by Mark.Satterthwaite

	Typedef all the completion-handler callback types in mtlpp to make future me's life easier.

Change 3801400 by Chris.Bunner

	Improving automated test errors on failure to generate report data.

Change 3801726 by Mark.Satterthwaite

	Correct some function availability and the command-buffer error status in mtlpp.

Change 3801808 by Chris.Bunner

	Added DefaultScalability.ini to EngineTest that forces all quality levels to Engine default Epic for now to improve consistency.

Change 3801862 by Marcus.Wassmer

	Update automated tests with color gamut change

Change 3802214 by Chris.Bunner

	When running automated tests in and editor-locked PIE viewport, skip resizing as the editor can't handle this.
	Added bindable delegate called when ScreenshotRequest is processed - Useful to allow screenshots to override and restore settings per capture.

	#jira UE-53188

Change 3802243 by Chris.Bunner

	Added button to automated test screenshot browser to add or replace all outstanding test reports if appropriate.
	DeleteAllReports button is now only enabled whilst there are reports in the list.

Change 3802372 by Chris.Bunner

	Updating more test screenshots.

Change 3803683 by Chris.Bunner

	Adding more logging and multiple attempts to automated test report network save.
	Added small wait on repeated operations that are known to fail.

Change 3803826 by Rolando.Caloca

	DR - vk - Fix merge issue

Change 3804181 by Chris.Bunner

	Tentative fix for CIS test failure.

Change 3804236 by Chris.Bunner

	Additional logging for case where file write silently fails, report platform-specific error.

Change 3804303 by zachary.wilson

	Cleaning up assets in QAGame saved with empty engine versions to resolve warnings seen when launching on

Change 3804410 by Chris.Bunner

	Added additional logging when automated screenshot test fails due to size mismatch.
	Mismatched bounds are colored red in the delta.

Change 3804455 by Mark.Satterthwaite

	Fix a small number of persistent memory leaks on the Mac build that slowly consume more and more memory as you use the Editor - interacting with menu's was particularly egregious as each NSMenu would leak after you move away.

	#jira NA

Change 3804667 by Chris.Bunner

	Speculative CIS fixes.

Change 3806008 by Chris.Bunner

	Partially reimplementing backed-out CL 3804181 to improve consistency of how automated screenshot test settings are applied/restored.

	#tests CIS preflight job 8174412

Change 3806909 by Mark.Satterthwaite

	Use the vertex-shader's in-out mask to ensure that we only validate legitmate vertex-streams in Metal's DrawIndexedPrimitive implementation.

	#jira UE-53046

Change 3807059 by laz.matech

	Checking in QAGame Rendering Map, QA-PhysicalLightingUnits, for testing Physical Light Units.
	Wanted to get this in before copy up.

	#Jira none

Change 3807726 by Chris.Bunner

	Removed a check that we can't fix up. The check hits unbound buffers which it assumes means a failure but is actually due to m.v.fetch. We don't have the information available to know which are which removed from the input without reading from the shader.

	#jira UE-53046

Change 3807800 by Guillaume.Abadie

	Fixes some warning in shader headers.

Change 3807804 by Guillaume.Abadie

	Back out changelist 3807800

Change 3807807 by Guillaume.Abadie

	Relands shader header warnings.

Change 3808046 by Chris.Bunner

	Dropping a new automated test error back to a warning as this may lead to genuine issues being ignored in the short term.

Change 3809579 by Chris.Bunner

	Back out changelist 3774677.

	#jira UE-53483

Change 3809620 by Chris.Bunner

	Updating animated cloth test screenshot.

Change 3803629 by Chris.Bunner

	Rebuilt CornellBox and DistanceField test maps, updated screenshots.

Change 3787045 by Guillaume.Abadie

	Moves some global samplers to Common.ush

Change 3809756 by Chris.Bunner

	Updating animated cloth test screenshot.

[CL 3809764 by Chris Bunner in Main branch]
2017-12-15 12:47:47 -05:00
Chris Bunner
337291cb1d Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3760894)
#rb Rendering
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3658809 by Chris.Bunner

	Changing default HDR display gamut to P3 as in practice that's more common than Rec2020, this should be a user-facing option where possible though as we can't automatically retrieve that data.

Change 3658842 by Chris.Bunner

	Backing out previous HDR default gamut change as it conflicts with mandatory platform defaults.

Change 3695269 by Arne.Schober

	DR - Make clang happy wreorder

Change 3695418 by Guillaume.Abadie

	Fixes compilation failure in FoliageType_InstancedStaticMesh.cpp.

Change 3695430 by Guillaume.Abadie

	Fixes missing BeginFrame dynamic resolution event in EngineTest.

Change 3695469 by Guillaume.Abadie

	Fixes crash when passing down an invalid parameter on the sample material expression's DDX, DDY parameters.

Change 3696091 by Guillaume.Abadie

	Fixes Linux compilation failure in DynamicResolution.cpp

Change 3696593 by Chris.Bunner

	Fixed typo in vetex factory enum.

Change 3696596 by Chris.Bunner

	Added material attributes type checking to If material expression.
	Updated If material expression to validate compilation of inputs.

Change 3696597 by Chris.Bunner

	Allow visible parameter retrieval to correctly traverse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.

Change 3696599 by Chris.Bunner

	Fixed material instance parameter visiblity when using nested static switches across functions.

	#jira UE-50878

Change 3696734 by Chris.Bunner

	Return type fix.

Change 3697123 by Guillaume.Abadie

	Fixes compilation failure in PostProcessWeightedSampleSum.cpp on Windows 32bits.

Change 3697125 by Guillaume.Abadie

	Fixes compilation failure in MaterialExpressionIf.h

Change 3697127 by Guillaume.Abadie

	Fixes compilation failure in DynamicResolution.cpp on shipping build.

Change 3697135 by Guillaume.Abadie

	Fixes crash in dynamic resolution event frontend when resizing game play viewport in EngineTest.

Change 3697199 by Guillaume.Abadie

	Fixes TAA upsample's shader compilation failure on Mac.

Change 3697220 by Guillaume.Abadie

	Makes static analysis happy again.

Change 3697280 by Chris.Bunner

	Fixing up invalid casts in material layers validation.

Change 3697366 by Rolando.Caloca

	DR - hlslcc - Fix warning

	#jira UE-43988

Change 3697451 by Rolando.Caloca

	DR - vk - Per pipeline descriptor pools
	Descriptor pool are now allocated per PSO instead of globally to reduce peak mem consumption and fragmentation
	Enabled on Windows only via VULKAN_USE_PER_PIPELINE_DESCRIPTOR_POOLS

Change 3697477 by Rolando.Caloca

	DR - vk - Custom memory allocator
	Remove old/unused stats

Change 3697486 by Rolando.Caloca

	DR - vk - Fix validation issue

Change 3697488 by Richard.Wallis

	Fix for Mac editor session no longer accurately tracking Mouse location after moving between Desktops in Mission Control on 10.12.6.  Problem stems from the extra call to update the slate cached window position in mouse move while dragging, which is itself is a hack but apparently this is needed as we don't get window position updates on Mac while dragging (although I couldn't see any -ve side effects without it) then the OS (in 10.12.6) doesn't always push out a final window did move notificaiton when changing desktops which leaves the window according to slate incorrectly positoned to it's frame.

	Solution is to either remove the mouse-move-while-drag window position hack or add a final window position update to the mouse-up event while dragging - this change is the latter.

	#jira UE-37553

Change 3697501 by Richard.Wallis

	Move audio processing over to audio bus tap.  Currently on Mac Media audio playback uses OS media player mixer rather than Engine as existing implemtation, using AVAssetReader, now suffers from poor performance with new Media Framework.  This audio tap version replaces that asset reader implementation but also suffers from bad quality audio hence is still disabled at the top of AvfMediaTracks.cpp.

	Original Code Review Description:

	Convert Mac to Play audio through the engine MediaFramework API rather than using AVMediaPlayer.  This is the Mac implementation only - this should work ok on iOS but unable to test due to missing audio type implementation (throws error "Init Buffer on unsupported sound type name = Synth type = 5"), as such is only enabled for Mac.  There maybe some extra tweaks required for iOS on app backgrounding etc if this feature is enabled.

	- Stuttering Audio Performace issue investiagation:  Re-Tested this implementation against [now fixed] current Mac implementation which was working fine last year and that implementation now has the same audio output quality (performance) issues as this one.  Basic investigation seems to point to somewhere in the engine audio handing.  When poor audio is heard the FMediaAudioResampler::Generate() function is dequeing an IMediaAudioSample sample buffer and the audio sample queue usually has 50-100 of these IMediaAudioSample buffers waiting in the queue.  I think the AvfMedia playback system is providing the sample buffers in good time but they are not getting consumed "fast" enough.  This under consuming also occurs if I force the Core Audio - Audio Unit mixer to use 48000 samples/sec.

	#jira UEPLAT-1677

Change 3697517 by Richard.Wallis

	XCode 9.0 extra nullability specifiers required.

Change 3697537 by Richard.Wallis

	Back out revision 23 from //UE4/Dev-Rendering/Engine/Plugins/Media/AvfMedia/Source/AvfMedia/Private/Player/AvfMediaTracks.cpp

Change 3697670 by Rolando.Caloca

	DR - vk - Fix mapstaging surface

Change 3697846 by Uriel.Doyon

	Allow denormalized values when converting float32 to float16.

Change 3697892 by Uriel.Doyon

	Fix for unaligned structure elements

Change 3699335 by Richard.Wallis

	Mac compile fix - turns out I did need these nullability specifiers here.

Change 3699663 by Guillaume.Abadie

	Fixes time unit conversions from microseconds to milliseconds error in dynamic resolution heuristic when using GPU busy time queries.

Change 3699959 by Rolando.Caloca

	DR - Fix barrier in the middle of render pass

Change 3699969 by Rolando.Caloca

	DR - vk - Change dump layer location so it prints out validation ids

Change 3700356 by Guillaume.Abadie

	Implements secondary screen percentage to be able to do TAA upsample followed spatial upscale so that the editor viewport still have same TAA upsample screen percentage range to test the content with no matter monitor's DPI.

Change 3701105 by Guillaume.Abadie

	Ignore per view automatic mip bias on texture type other than 2d textures.

	#jira UE-51396

Change 3702297 by Richard.Wallis

	Mac compile fix for nullable specifier.  Looks like Obj class using the C++ class also needs this otherwise it throws.  Seems to be some kind of xcode/compiler caching bug with this stuff as it'll report the error once then on subsequent compiles say everything is ok.

	#jira UE-51386

Change 3702357 by Richard.Wallis

	Mac nullability compile fix - again.  Looks like I fell foul of that xcode compile caching!
	#jira UE-51386

Change 3702424 by Guillaume.Abadie

	Fixes planar reflection from drowing themselves in their own FSceneRenderer in forward shading.

	#jira UE-51395

Change 3702464 by Guillaume.Abadie

	Fixes wrong viewport to buffer conversion of the distortion.

	#jira UE-51406

Change 3702819 by Guillaume.Abadie

	Fixes planar reflections with secondary screen percentage for HighDPI editor viewports.

Change 3703732 by Guillaume.Abadie

	Removes unecessary check(); when there is more than 2 players with planar reflections.

	#jira UE-51436

Change 3704302 by Guillaume.Abadie

	Removes unecessary Interface suffix on new dynamic resolution related interfaces

Change 3704390 by Chris.Bunner

	Fixed a coincidentally correct define.

Change 3704730 by Rolando.Caloca

	DR - vk - Fix map for depth surfaces

Change 3704739 by Rolando.Caloca

	DR - Debug label on D3D11 UAVs
	- Validate when running -d3debug

Change 3705000 by Chris.Bunner

	Skip compiling opacity and opacity mask inputs on opaque surface materials. Previously the code was always added to the shader, sometimes we force opaque materials down a masked path which then calls the dormant code unintentionally. A safer fix for UE-48254.
	Partially reverted previous fix in CL 3608303 which removed a material instance optimization caching the overridden base properties.

Change 3706065 by Guillaume.Abadie

	Does some renaming for primary screen percentage, and move the primary screen percentage method selection from dynamic resolution driver to FSceneView.

Change 3706464 by Chris.Bunner

	Fixed material property translate overrides that were generating code in the wrong entry.
	Fixed conditions  in If material expression GetInputType and IsMA check.

	#jira UE-51368

Change 3706641 by Chris.Bunner

	Missing "break" in switch statement (which unfortunately needs another bump to resolve).

Change 3706642 by Guillaume.Abadie

	Fixes assertion failure when r.TemporalAA.EnableUpscale = 1

Change 3706650 by Gil.Gribb

	UE4 - UE4 - Changes from intel. Increase number of worker threads on Windows to if hyperthreads (hyperthreads √ 2) else cores √ 1 up to a max of 22 workers. Increase MAX_THREADS multiplier per bank from 22 to 26. Intel VTune ITT event annotations. Wrapped in same function as your existing CPU events and enabled with √vtune. Optimize NV cloth by consuming FVector instead of FVector4 out of the solver. Vertex buffers were using FVector all along. ~15% improvement. Optimize cloth copy to vertex buffer by adding prefetch (similar to how bones are already done). Move local to world cloth transform from CPU to GPU. When simulating lots of vertices game thread was becoming bottleneck doing matrix multiply. Add your TaskGraph task switch latency test code.

Change 3706733 by Daniel.Wright

	Print Embree Build time

Change 3706841 by Daniel.Wright

	EmbreeFilterFunc4 now handles masked out intersections properly

Change 3707437 by Rolando.Caloca

	DR - vk - Android compile fix

	#jira UE-51474

Change 3707785 by Guillaume.Abadie

	Fixes viewport issue in bloom setup pass with TAA upsample.

Change 3709623 by Rolando.Caloca

	DR - vk - Missing barrier for reading into cpu

Change 3709633 by Rolando.Caloca

	DR - vk - Compile fix

Change 3710454 by Mark.Satterthwaite

	Refactor the way we compile Buffer<> & RWBuffer<> types for Metal so that we can support the type-conversion semantics of HLSL/D3D.
	- Buffer<> types are converted to Linear Textures unless the internal type is 3-compnent or the STRONG_TYPE macro is added as a type-qualifier. Linear Textures require an MTLTexture "view" object be created around the MTLBuffer which is the backing-store and it is typically best if that buffer is marked as Private (GPU-only) memory, reading from this in the shader then uses the texture-fetch hardware to perform the format conversion on load.
	- RWBuffer<> & 3-compnent Buffer<> types are converted to use template functions to load/store - the implementation of which will read the format from the BufferSizes meta-table and determine which type-conversion to apply. Function-constants are used to specialise the shader where feasible to reduce branch costs (function-constants are a Metal feature that allow efficient runtime recompilation of bytecode shaders).
	- Buffer<> & RWBuffer<> types where the STRONG_TYPE macro is added as a type-qualifier (only does something on Metal, everywhere else it is #define'd away) are compiled as "raw" Metal buffers of the inner-type (e.g. float4 for Buffer<float4>) and the MetalRHI runtime will enforce that only SRVs/UAVs of the proper format are bound to it. This is necessary in a couple of cases (BoneMatrices, NumCulledLightsGrid, CulledLightDataGrid & ForwardLocalLightBuffer buffers) which are used in a larger number of shaders as Linear Textures have poorer performance than Buffer<>/RWBuffer<>.
	- Most of the complications to generating subtly different Metal code for different OS/device combinations have been factored out into ue4_stdlib.metal which acts as an extension to the Metal shader standard-library and helps simplify the MetalBackend code - particularly helpful for Buffer<>/RWBuffer<> but also texturecube_array and the SM6 wave-related intrinsics.
	- Reverted some of the awkward Metal-specific changes Richard.Wallis & Arne had to make to the high-level shaders as they aren't necessary anymore.
	- Made the existing Metal-specific changes to use uint32 for all light-grid injection buffers apply to all Metal platforms again (I had hoped that it would not be necessary anymore, but it is much faster this way).
	- STRONG_TYPE is actually hlslcc's "invariant" keyword applied as a type-qualifier to a Buffer<>/RWBuffer<> type - only valid when using Metal which exports this through ILanguageSpec and #define'd out for everyone else.
	- Old versions of iOS (anything earlier than iOS 10.3) won't be able to use this new code, so every buffer will be treated as "raw" and the MetalRHI will now properly report when something goes awry rather than it leading to mysterious rendering errors and crashes.

Change 3710456 by Mark.Satterthwaite

	Fix the Eddie workset project generator so that Enterprise projects don't get mixed in with regular projects at the top-level because of the way Eddie combines workset groups.

Change 3710457 by Mark.Satterthwaite

	DX11 texture formats for Mac Metal please!

Change 3710480 by Mark.Satterthwaite

	Permit RHI thread and parallel execution in Mac -game mode again.

Change 3710522 by Mark.Satterthwaite

	MSVC type-mismatch error fixes.

Change 3710580 by Mark.Satterthwaite

	Alright then - if I can't use the C++11 extended string semantics I'll have to use "xxd -i" to generate a hex-dump include header from ue4_stdlib.metal instead. This can only be updated from a machine with access to the POSIX xxd command (Mac & Linux, possibly the new Linux sub-system for Win10).

Change 3710616 by Mark.Satterthwaite

	Missing file.

Change 3712972 by Guillaume.Abadie

	Fixes Circle DOF's negative alpha channel getting clamped to 0 in TAA pass.

Change 3712979 by Guillaume.Abadie

	Fixes wrong RT reallocation when doing TAA upsample in editor viewports with secondary upscale.

Change 3713406 by Mark.Satterthwaite

	Use GPU morph targets on Mac - the necessary buffer conversions will always be available there. For iOS it can only be supported if iOS 10 is the minimum OS & Metal standard so leave that on the CPU path for now.

Change 3713494 by Richard.Wallis

	Fix for hitch when PIE unloading sublevel.  PerformReachabilityAnalysisOnObjects is spawing multiple threads in Editor builds as there is an extra code path that results in Critical Section locking within a singleton type static object - this is a bottle neck for multiple threads.  However they all just need to read the data not change it.  Replaced FScopeLock with a Read/Write version allowing these threads to all take a read lock at the same time to reduce contention.

	Changed the FUObjectAnnotationDense implementation only - left the sparse implementation alone as its not currently affecting this - although we could proactivly change that too.

	Also tested again repro in linked bug UE-24711.

	#jira UE-40533

Change 3713612 by Mark.Satterthwaite

	Integrate LPV_STORE_INDEX_IN_HEAD_BUFFER related changes from //depot/Partners/Microsoft/UE4-MS/Engine-Fable @ 2954744

	This should make Light Propagation Volumes potentially viable on non-Microsoft platforms.

Change 3713623 by Mark.Satterthwaite

	Implement ByteAddressBuffer/RWByteAddressBuffer in hlslcc in a similar manner to StructuredBuffer/RWStructuredBuffer so that the backends don't need too much modification. Implement the necessary changes into MetalBackend to make this work for Metal.

	Load/Store{+2,3,4} & Atomics are supported. Counter operations are not supported and aren't likely to be.

Change 3713636 by Mark.Satterthwaite

	Enable LPVs for Mac Metal.
	- Rework some multi-dimensional arrays & array-index dependent HLSL code that hlslcc simply can't cope with, the mesa-glsl compiler core is only capable of dealing with 1 dimensional arrays and array-indexing can't itself be directly dependent on the result of an array-index operation.
	- MetalRHI needs to ignore any SetRenderTargets call that binds nothing at all as you must bind at least one target (UAV, RT, Depth/Stencil) for it to be able to do anything sensible.
	- Turn on LPVs for Metal as it works now.

Change 3714049 by Guillaume.Abadie

	Do not set screen percentage method to TAA upsample when anti aliasing method is not TAA even if there is automatic fallback in the renderer.

Change 3714306 by Guillaume.Abadie

	Fixes assertion failure in dynamic resolution state proxy with GPU busy time queries.

Change 3714714 by Mark.Satterthwaite

	Tweak Metal GPU identification so that it works with eGPU boxes and protoype hardware - these changes only apply to macOS 10.13 so the system as a whole remains.

Change 3716104 by Mark.Satterthwaite

	Fix 10.12/Xcode 8 compile errors from the build-farm which is still split until Fortnite can update.

Change 3716120 by Mark.Satterthwaite

	Silence static-analysis.

Change 3716158 by Guillaume.Abadie

	Rewrites editor primitive compositing to support TAA upsample.

	This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives.

Change 3716271 by Daniel.Wright

	Lightmass correctness fixes
	* After these changes, point, spot, directional and sky lights closely match reference renderer Mitsuba after light unit conversions
	* Photon density trimming intended for direct photons was affecting indirect photons as well.  This caused high noise for point / spot lights with a large attenuation radius.  Indirect photon density even for small lights is 5x with this change, which improves 2nd bounce quality.
	* Removed legacy fudge factor on point / spot light photon energy
	* Spotlights no longer emit based on indirect photon paths.  Fixes excessive photon energy from spot lights as they were emitting outside of the cone.
	* Fixed photons computing one more bounce than requested.
	* Added an option to use the Radiosity solver for all multibounce, replacing photons.  Useful as a reference but generally too much noise indoors.
	* Fixed visualization of photons without final gather

Change 3716434 by Mark.Satterthwaite

	Backout the remaining change from 3632041 that is no longer necessary - this was the last of the 4.18 Metal workarounds.

Change 3716491 by Chris.Bunner

	Fixing up an edge-case on a recent optimization.

Change 3716611 by Guillaume.Abadie

	Allows secondary screen percentage >= 100%.

Change 3716977 by Guillaume.Abadie

	Back out changelist 3716158 to unblock QA pass.

	#jira UE-51580

Change 3717111 by Arne.Schober

	Fixing nomalization of Morph Tangents https://udn.unrealengine.com/questions/392462/
	Also implemanted batching of the dispatches which should help worst case perfomance where dispatches become too small.
	CalculateInverseAccumulatedWeights is not cheap and proably should be moved onto a task thread that runs as soon as the input weights are ready.

Change 3717127 by Mark.Satterthwaite

	Fix a mismerge from the reversion of 3632041 - part of the modified code had been moved into another file and I didn't initially notice.

Change 3717178 by Mark.Satterthwaite

	Remove useless copy-pasted expressions from glsl_type::GetByteAddressBufferInstance & force MetalBackend to relink. Apparently the previous Mac libs were mysteriously broken.

	#jira UE-51583

Change 3717476 by Marcus.Wassmer

	Fix PS4 compile.  funciton local statics not allowed on PSSL
	Also enabled the new atomics method for LPVs for all platforms

Change 3717502 by Arne.Schober

	DR - Compiletime option for compressed ruleset (0.02ms perf gain on PS4 and disabled by default as it limits array size to 2million entries)

Change 3717601 by Arne.Schober

	DR - Move cycle counter into more meaningfull locations.

Change 3718054 by Guillaume.Abadie

	Removes unecessary check() failure on secondary upscale that fires when testing raw output screen percentage method.

Change 3718066 by Guillaume.Abadie

	Reland: Rewrites editor primitive compositing to support TAA upsample.

	This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives.

Change 3718589 by Mark.Satterthwaite

	Console-variable to enable and disable Manual-Vertex-Fetch for Metal and fix the internal code to handle the subtle changes in behaviour for vertex-declarations so we don't explode under the Metal validation layer. MVF works on macOS, though testing did expose an error with Tessellation on Nvidia (true for MVF enabled & disabled).

Change 3718633 by Guillaume.Abadie

	Fixes temporal instability issue of TAA upsample with secondary screen percentage.

Change 3718658 by Arne.Schober

	DR - 25% MorphTarget Speed increase because there was a bit of cache thrashing between the waves going on.

Change 3718818 by Mark.Satterthwaite

	Fix compilation on hlslcc - integral values are not automatically converted into comparisons with zero.

Change 3719004 by Guillaume.Abadie

	Lets the game viewport client automatically set raw output screen percentage method when doing dynamic resolution with stereo rendering but without TAA upsample.

Change 3719375 by Mark.Satterthwaite

	Extend mtlpp compiler testing app to support Metal tessellation compute shaders so we can send Nvidia a much simpler reproduction of their regression.

Change 3720099 by Mark.Satterthwaite

	Make the left-hand arguments work in airdiff.

Change 3720413 by Mark.Satterthwaite

	Support standalone compute shaders in the mtlpp compiler test app.

Change 3721232 by Mark.Satterthwaite

	No more Metal Shader Model 4 - instead we have to have a Metal Shader Model 5 w/o Tessellation as Nvidia's shader compiler is broken on all tessellation shaders in 10.13.0 and above. There is no guarantee that they will fix this prior to 10.14 and I can't afford to disable tessellation entirely as if I do that then the AMD & Intel compilers will also regress. As there is no Shader Model 4 platform on Mac anymore I've amended the LevelEditorActions to disable the preview modes when no appropriate shader platform is available.

Change 3721244 by Mark.Satterthwaite

	Fix incorrect enum handling for Metal features due to overflow.

	#jira UE-51643

Change 3721338 by Mark.Satterthwaite

	MIssing file from 3721232

Change 3721818 by Mark.Satterthwaite

	Fix the Intel vector-array-dereference workaround so that it doesn't cause the AMD compiler to explode instead.

Change 3722139 by Arne.Schober

	DR - [UE-51602] -Fixed Typo that accidently bound the LightingInstancebuffer to the Transform one

	#jira UE-51602

Change 3722165 by Rolando.Caloca

	DR - Default -opengl to GL4

Change 3722682 by Guillaume.Abadie

	Fixes wrong clear color in SSR important for VR that has a HMD mesh.

Change 3722766 by Rolando.Caloca

	DR - Fix static analysis

Change 3722943 by Mark.Satterthwaite

	Disable the METAL_SM5_NOTESS shader platform again - I can workaround the Nvidia pipeline state compiler crash by changing the buffer address space from "constant" to "device" as we're managing to confuse the poor thing. This won't materially affect AMD or Intel as they don't care much about this, but to limit performance issues on Nvidia we only need to do this for Tessellation Compute shaders.

Change 3723100 by Mark.Satterthwaite

	Apparently users like enabling Metal shader standards that won't work on their current OS, so don't display those that aren't going to work & display an error message before quitting rather than crashing when trying to load a project that tries to use an incompatible shader version.

Change 3723121 by Mark.Satterthwaite

	Fix build error.

Change 3723245 by Daniel.Wright

	Ensure for when a reflection capture upload fails due to incorrect lighting scenario level handling
	Reflection captures with no data use an array index of 0, instead of -1.  Might avoid reading uninitialized memory on PS4.

Change 3723387 by Arne.Schober

	DR - Metal already applies the instance and vertexoffset in the shader

Change 3723393 by Mark.Satterthwaite

	More fixes to the mtlpp compiler test application.

Change 3725258 by Guillaume.Abadie

	Improves fast TAA upsample shader permutation by 15% on console.

Change 3725555 by Chris.Bunner

	[Dupliate] CL 3725548 - Fixed invalid screenpercentage value in VehicleGame sample (was setting -1 but should default to 100). This has always been broken but was recently exposed by CL 3686200.

Change 3726845 by Guillaume.Abadie

	Exposes SvPosition to material through screen position material expression, so that material no longer have SvPosition * InvViewSize * ViewSize precision loss.

	#jira UE-51428

Change 3728014 by Guillaume.Abadie

	Uses ScreenPosition material expression's PixelPosition pin in existing engine functions to improve precision.

	#jira UE-51428

Change 3728053 by Richard.Wallis

	Duplicate CL 3727958: Crash fix when using shared material libraries.  Initial shader code library offset is not zero'd so all entry offsets were garbage.

Change 3728339 by Guillaume.Abadie

	Adds project setting for TAA upample, and officialises TAA upsampling CVar.

Change 3728549 by Guillaume.Abadie

	CsvProfiler is pretty cool, but even better with console autocompletion for lazy developers.

Change 3728752 by nick.bullard

	Built and re-saved QA-MeshPaint
	#jira UE-50978

Change 3728775 by Guillaume.Abadie

	Implements r.DynamicRes.ChangePercentageThreshold to stabilize primary screen percentage.

Change 3729224 by Uriel.Doyon

	Hidden levels now keep their last build data when using lighting scenarios.
	Hidden levels don't affect the scene anymore volumetric lighting when not using lighting scenarios.

	#jira UE-40454
	#jira UE-38131

Change 3729243 by Marcus.Wassmer

	Update Ansel to 1.4
	#github 4159
	#jira UE-51545

Change 3729325 by zachary.wilson

	Adding indirect lighting to TM-LightingChannels
	#jira UE-47069

Change 3729485 by zachary.wilson

	Fixing ambient occlusion bias on QA-LightsStationary. Removed global PPV with bad settings, also fixed the shadow on the roof.
	#jira UE-50972

Change 3729629 by Uriel.Doyon

	Fixed crash when using debug view modes.
	Fixed d3ddebug error when clearing quad overdraw buffer.

	#jira UE-51836

Change 3730053 by Guillaume.Abadie

	Allows edititing of AScreenshotFunctionalTestBase::ScreenshotCamera.

Change 3730308 by Guillaume.Abadie

	Disables TAA upsample on buffer visualization, and disallow screen percentage preview in editor viewport with any buffer visualization.

Change 3730355 by Guillaume.Abadie

	Sacrifices consistency for good cvar name for TAA upsample.

Change 3731403 by Daniel.Wright

	Reduced slider for ContactShadowLength to .1, algorithm produces poor results with larger values.

Change 3731404 by Daniel.Wright

	Checkpoint for ScreenShadowMaskTexture, allowing 'vis ScreenShadowMaskTexture'

Change 3731407 by Daniel.Wright

	Must opt-in for FDistanceFieldSceneData::VerifyIntegrity

Change 3731517 by Guillaume.Abadie

	Freezes dynamic resolution heuristic when doing pause.

Change 3732168 by Guillaume.Abadie

	Renames TAA upsampling cvar.

Change 3732295 by Guillaume.Abadie

	Lets the scene texture's size and texel size return the correct sizes after TAA upsample.

Change 3732313 by Guillaume.Abadie

	Implements SceneTexture material expressions' automated tests.

Change 3734928 by Guillaume.Abadie

	Adds panic mode when the last N frames are over budget to the dynamic resolution heuristic.

Change 3735966 by Ryan.Vance

	Fixing mac steamvr compile issue. Missed a few lines in the refactor because mac.

Change 3736104 by Guillaume.Abadie

	Removes FSceneViewInitOptions::bDisableGameScreenPercentage brought by 4.18, that new screen percentage API do in a better way.

Change 3736346 by Daniel.Wright

	Volumetric fog is always interpolated in the pixel shader, since per-vertex interpolation gives consistently poor results.  Fixes Volumetric Fog on opaque in Forward, and on transparent in Deferred.
	Forward shading: per-pixel height fog is always done in the base pass, to work with MSAA correctly

Change 3736348 by Daniel.Wright

	Forward shadowing of directional light for translucency
	 * Static shadowing and CSM supported with minimal filtering (1 PCF)
	 * Deferred renderer: affects translucency using 'Surface ForwardShading' lighting mode.  Forward renderer: affects all translucency.

Change 3736650 by Rolando.Caloca

	DR - vk - # of desc pools

Change 3737985 by Guillaume.Abadie

	Fixes pixel inspector with primary and secondary screen percentage.

Change 3738638 by Michael.Lentine

	Compile fix due to unclear operator precendence.

Change 3739417 by Daniel.Wright

	Fixed a few issues with irradiance cache visualization

Change 3739447 by Daniel.Wright

	Skip forward static shadowing in projects with static lighting disabled

Change 3739595 by Daniel.Wright

	ConditionalPostLoad DistanceFieldReplacementMesh.  Should fix a crash on load when static mesh derived data is being rebuilt, and the DistanceFieldReplacementMesh is in use.

Change 3739598 by Daniel.Wright

	Disable capsules shadows on lowest shadow quality

Change 3739611 by Daniel.Wright

	Added r.CapsuleDirectShadows and r.CapsuleIndirectShadows for more specific scalability control over capsule shadow features
	New Lighting Feature show flags for RTDF shadows and Capsule Shadows

Change 3740516 by Guillaume.Abadie

	Fixes VR editor rendering only on eye with TAA upsample.

	#jira UE-52016

Change 3740580 by Guillaume.Abadie

	Fixes chromatic aberration with TAA upsample and multiple view rendering.

	#jira UE-51993

Change 3740588 by Guillaume.Abadie

	Gives to FXAA a more explicit draw event name for easier UDN support.

Change 3740845 by Michael.Lentine

	Fix shipping build.

Change 3740903 by Guillaume.Abadie

	Disables dynamic resolution threading outliers detection by default and includes editor UI GPU cost within dynamic resolution's begin/end frame events for better reliability of timestamp query based dynamic res in editor.

Change 3741355 by Daniel.Wright

	Normalize planar reflection plane - fixes crash when scaling a BP with a planar reflection component

Change 3741357 by Daniel.Wright

	More info on volumetric lightmap import failure

Change 3742535 by Ryan.Vance

	Fix for view rect changes.

Change 3743282 by Guillaume.Abadie

	Fixes a bug in dynamic resolution heuristic's outlier detection that was preventing the over budget panic to react.

Change 3743559 by Michael.Lentine

	Port Siren changes for recompute tangents. This adds recompute tangents for cloth as well as the ability for recompute tangents to work across seams where vertices are duplicated.

Change 3743679 by Guillaume.Abadie

	Cherry-pick 3743621: Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.

	#jira UE-51569

Change 3743906 by Ryan.Brucks

	BlueprintMaterialAndTextureNodes Plugin:  Fix for clamping sampled HDR render target values by setting  ERangeCompressionMode in the FReadSurfaceDataFlags to RCM_MinMax

Change 3744096 by Ryan.Brucks

	BlueprintMaterialAndTextureNodes Plugin:  removed Mip option from Texture2D_SampleUV_EditorOnly for now since reads from source data cannot access mips and it can be misleading.

Change 3744253 by Guillaume.Abadie

	Fixes merge collisions of debug canvas rendering with High DPI, fixes stat unit on high DPI monitors, and fixes secondary screen percentages.

Change 3744953 by Chris.Bunner

	Crash workaround.

Change 3745628 by Marcus.Wassmer

	Temporarily disable recalctangent normal-smoothing

	#jira UE-52166

Change 3745942 by Guillaume.Abadie

	Fixes a todo in FCommonViewportClient

Change 3746005 by Guillaume.Abadie

	Fixes stat UnitGraph on high DPI monitor.

Change 3746029 by Guillaume.Abadie

	Oups.... Fix compilation. :D

Change 3748322 by Guillaume.Abadie

	Shows dynamic resolution's primary screen percentage on stat unit/unitgraph console commands.

Change 3748346 by Chris.Bunner

	Potential static analysis fix.

Change 3748349 by Chris.Bunner

	Mac feature support flag fix on versions < 10.30.

Change 3749336 by Guillaume.Abadie

	Fixes some spelling mistakes in dynamic resolution cvars. Thanks Daniel!

Change 3749374 by Guillaume.Abadie

	Adds a black background on the stat unitgraph so timing curves can be seen no matter the content.

Change 3749437 by Guillaume.Abadie

	Final UI polish up for `stat unitgraph`

Change 3749719 by Guillaume.Abadie

	Fixes a crash when changing r.DynamicRes.MaxScreenPercentage below current screen percentage.

Change 3750243 by Chris.Bunner

	Increasing controller's automated test timeout to allow for slower machines to complete the longest tests.

	#jira UE-48494, UE-51907

Change 3750728 by Guillaume.Abadie

	Fixes merge collision in chromatic aberration.

	#jira UE-52282

Change 3750791 by Guillaume.Abadie

	Fixes chromatic baerration R and G channel swap.

Change 3751246 by Guillaume.Abadie

	Bypasses screen percentage apply with mobile LDR rendering.

	#jira UE-52089

Change 3752624 by Guillaume.Abadie

	Simplies dyn res state's event interface to a single virtual method.

Change 3753766 by Chris.Bunner

	Rebuilt volumetric baked lighting test map and updated screenshots.

	#jira UE-52322

Change 3755108 by Guillaume.Abadie

	Fixes a bug where default dynamic resolution state was created at startup of server build.

	#jira UE-52345

Change 3755267 by Mark.Satterthwaite

	Fix condition controlling which features are enabled when iOS >= 10.3 - it wasn't working for iOS 11+ which was causing all kinds of problems.

	#jira UE-52301

Change 3755811 by Chris.Bunner

	Disable some new logging that was causing a stack overflow during EnginePreInit.

	#jira UE-52345

Change 3756983 by Mark.Satterthwaite

	Prevent different versions of metal_stdlib/ue4_stdlib from causing shader compilation failures due to a time-stamp mismatch between the local file & the PCH. This can happen when working with Xcode Beta releases that change the modification date, but not the content or compiler version, amongst other possibilities.

	#jira UE-52073

Change 3757156 by Guillaume.Abadie

	Fixes editor compositing with wireframe rendering.

	#jira UE-52017

Change 3757435 by Mark.Satterthwaite

	Workaround a bug in the MobileSceneCaptureRendering where it was copying the ViewInfo's ViewRect prior to it being configured by the mobile renderer.
	#jira UE-52327

Change 3757523 by Uriel.Doyon

	Fixed d3ddebug warning with unused inputs

Change 3758318 by Guillaume.Abadie

	Cleaner fix for mobile scene captures.

	#jira UE-52327

Change 3759541 by Mark.Satterthwaite

	Don't enable Manual Vertex Fetch on iOS Metal for the moment as it isn't well tested there and will probably need further changes.

Change 3695086 by Guillaume.Abadie

	Render thread dynamic resolution & TAA upsample.

	Merging //Tasks/UE4/Dev-DynamicRes/...@3694528 to //UE4/Dev-Rendering/...

	New features breakdown:
	- TAA upsample compute shader that accepts screen percentage from 50% to 200%, with a faster shader permutation for consoles;
	- Material no longer have to deal with BufferUV, and post process material after TAA upsample can sample any scene buffer seamlessly;
	- Material texture per view mip bias to produce sharper images with TAA upsample;
	- Render thread dynamic resolution heuristic is fully plugable by game code (for VR plugin specific heuristics);
	- Dynamic resolution in PIE and game builds;
	- Busy time queries in the RHI to be implemented on the different platforms so that the dynamic resolution heuristic can  exactly associate GPU frame times with screen percentages in its history;
	- Game user settings to enable/disable dynamic resolution;
	- In editor viewport screen percentage config to previsualise and test content at different screen percentage.

	Fixes:
	- Various fixes for algorithms producing different outputs at different screen percentage.
	- Various fixes for algorithms sampling outside view rects.

	Refactors:
	- TAA shader
	- Moved some screen percentage specific members from FSceneView to FViewInfo for thread race bullet proofing.

	Aknowledgements:
	- VR plugins are broken
	- DFAO still have some artifacts

	Premiliminary review: Marcus.Wassmer
	Review for TAA refactor and TAA upsample shader: Brian.Karis
	Review for dynamic resolution: Brian.Karis

[CL 3761165 by Chris Bunner in Main branch]
2017-11-16 11:36:35 -05:00
Chris Bunner
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 3616993 by Daniel.Wright

	IndirectLightingCacheQuality respects VolumetricLightingMethod

Change 3616996 by Daniel.Wright

	Volumetric Lightmap show flag is respected by Volumetric Fog

Change 3616999 by Daniel.Wright

	Fixed ObjectRadius in Volume domain materials

Change 3617777 by Rolando.Caloca

	DR - Fix static analysis warning

Change 3617863 by Guillaume.Abadie

	PR #3875: Removed Duplicated "RHI" Module Dependency (Contributed by DavidNSilva)

	#jira UE-48159

Change 3618133 by Rolando.Caloca

	DR - vk - Set general layout for compute shader resources
	- Assume transitions to writable imply end render pass

Change 3618292 by Michael.Lentine

	Add support for Expressions, Jump Statments, and Structs.

Change 3618326 by Rolando.Caloca

	DR - vk - Fix transition flags

Change 3618408 by Daniel.Wright

	Lightmass skylight solver improvements
	* Lightmass uses a filtered cubemap to represent the skylight instead of a 3rd order Spherical Harmonic.  Directionality in shadowed areas is improved.  Mip level is chosen based on the ray differential for anti-aliasing.
	* Multiple skylight and emissive bounces are now supported with a radiosity solver, controlled by NumSkyLightingBounces in Lightmass WorldSettings.  More bounces results in longer build times, and the radiosity time is not distributable.
	* The mapping surface cache is now rasterized with supersampling, reduces incorrect darkness in corners
	* Combined direct lighting, photon irradiance, skylight radiosity and diffuse in the mapping surface cache so final gather rays only have to do one memory fetch, speeds up lighting builds by 7%.
	* Added support for Embree packet tracing although no solver algorithms use it yet

Change 3618413 by Daniel.Wright

	Swarm hands out the most expensive tasks in roughly a round robin ordering among distribution agents.  Lightmass processing of a single task is multithreaded, so ideally the most expensive tasks are evenly distributed among active agents.  This has the biggest impact in small scenes with 10's of high resolution lightmaps, and with a distribution farm.  Build time in one scene went from to 113s -> 47s.

Change 3618439 by Mark.Satterthwaite

	Fix the assert in hlslcc when we have saturate(int) and the shader language spec. supports a native saturate intrinsic.

Change 3618468 by Rolando.Caloca

	DR - vk - Fix copy to non render target surface

Change 3618696 by Daniel.Wright

	Worked around Lightmass crash callstacks not getting reported back to the editor

Change 3618779 by Mark.Satterthwaite

	mtlpp definitions for a few of the new calls & fixing the max. number of samplers it assumes.

Change 3618789 by Daniel.Wright

	Added missing file

Change 3618816 by Daniel.Wright

	Another missing file

Change 3618855 by Rolando.Caloca

	DR - vk - Show user debug markers when using dump layers
	- Remove old defines

Change 3618887 by Rolando.Caloca

	DR - Fix for missing transition to readable for blur widget. Was causing corruption on Vulkan.

Change 3618999 by Mark.Satterthwaite

	Definitions for Metal's new CaptureManager & CaptureScope classes.

Change 3619790 by Jian.Ru

	Add some debug info
	#jira UE-48710

Change 3619834 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3619952 by Rolando.Caloca

	DR - vk - Static analysis not smart enough...

Change 3620191 by Jian.Ru

	Revert 3584245 to prevent focus stealing
	#jira UE-49044

Change 3620402 by Mark.Satterthwaite

	Remaining Metal definitions for mtlpp.

Change 3620803 by Brian.Karis

	Removed faceting bug I introduced to Dither Opacity Mask. Removes the attempt to make opacity stack properly.

Change 3620904 by Michael.Lentine

	Change the order of static and const

Change 3620975 by Rolando.Caloca

	DR - Updated Vulkan headers to SDK 1.0.57.0

Change 3621026 by Rolando.Caloca

	DR - Remove unused type
	- Force recompile with new Vulkan headers

Change 3621070 by Rolando.Caloca

	DR - glslang - Fix pdb option

Change 3621157 by Arciel.Rekman

	Added files to cross-build glslang on Windows.

	(Edigrating //UE4/Main/...@3621127 to //UE4/Dev-Rendering/...)

Change 3621194 by Rolando.Caloca

	DR - glslang - Update to 1.0.57.0
	- Fix some tab/whitespace mismatch

Change 3621225 by Rolando.Caloca

	DR - Revert glslang (Back out changelist 3621194)

Change 3621254 by Mark.Satterthwaite

	Duplicate 3610656 and revert the incorrect merge from the Rhino task stream. Fixes EyeAdaptation on all clang platforms properly thanks to RCL.

Change 3621261 by Mark.Satterthwaite

	Trivial FMetalStateCache optimisations - won't help much but equally they shouldn't hurt.

Change 3621262 by Mark.Satterthwaite

	Correct the handling of MSAA target in Desktop Forward for iOS - now the problem is that iOS always creates an internal resolve target so which texture to bind depends on the shader parameter type. Not sure (yet) how best to solve that.

Change 3621263 by Mark.Satterthwaite

	Don't mandate Mobile Metal for projects that have Metal MRT enabled.

Change 3621301 by Rolando.Caloca

	DR - Unity build fix

Change 3621349 by Mark.Satterthwaite

	Fix a bug in MetalBackend that was omitting the depth-output variable from the hlslcc signature if the semantic was SV_DepthLessEqual rather than SV_Depth.

Change 3621546 by Uriel.Doyon

	Refactor of the texture 2D mip update logic to offload more work on the async thread.
	#jira UE-45332
	#jira UE-45789

Change 3622210 by Rolando.Caloca

	DR - Do not store DDC data if static mesh failed to build
	#jira UE-48358

Change 3622349 by Arciel.Rekman

	Better build script for Linux glslang and a bugfix.

	(Edigrating CL 3622235 from //UE4/Main/... to //UE4/Dev-Rendering/...)

Change 3622401 by Rolando.Caloca

	DR - vk - Integration
	- Support for r.Vulkan.ProfileCmdBuffers

Change 3622506 by Rolando.Caloca

	DR - vk - Back out changelist 3622401

Change 3622521 by Mark.Satterthwaite

	Support disabling V-Sync in MetalRHI on macOS 10.13+.

Change 3622910 by Rolando.Caloca

	DR - static analysis fix

Change 3622964 by Mark.Satterthwaite

	Fix generation of .metallib on local Macs and exclude .metallib files from the pak - they must always be loaded from disk.

	#jira UE-48193

Change 3622986 by Mark.Satterthwaite

	A couple more trivial optimisations to MetalRHI for iOS:
	- Metal page size is 4k but only buffers under 512 bytes should go through set*Bytes on iOS to balance CPU cost.
	- On iOS the minimum buffer size should therefore be 1k and on Mac 4k as nothing else makes much sense.
	- No need to rebind uniform buffers if to the same slot - it just wastes cycles.

Change 3623266 by Rolando.Caloca

	DR - Fix GL4 rendering

	#jira UE-49187

Change 3623377 by Daniel.Wright

	Volume materials applied to static meshes operate on the object's bounding sphere

Change 3623427 by Mark.Satterthwaite

	Fix MetalViewport compile errors on Xode 8.3.

	#jira UE-49231

Change 3623443 by Daniel.Wright

	Fixed out of bounds crash in lightmass

Change 3623751 by Daniel.Wright

	Volume materials on static meshes now voxelize the mesh's Object space bounding box

Change 3625142 by Guillaume.Abadie

	PR #2992: Fixing aspect ratio issue of SceneCapture2D rendering in "Ortho" camera mode (Contributed by monsieurgustav)


Change 3625983 by Jian.Ru

	Fix a LPV race condtion due to parallel RSM draw-call submission
	#jira UE-48247

Change 3626015 by Jian.Ru

	Small fix to 3625983

Change 3626294 by Michael.Trepka

	Copy of CL 3535792 and 3576637

	Added support for changing monitor's display mode on Mac in fullscreen mode. This greatly improves performance on Retina screens when playing in resolutions lower than native.

	Fixed a problem with incorrect viewport size being set in windowed fullscreen in some cases. Also, slightly improved screen fades for fullscreen mode transitions on Mac.

	#jira UE-48018

Change 3626532 by Marcus.Wassmer

	Fix divide by 0 crash when GPU timing frequency not available for whatever reason.

Change 3626548 by Ryan.Brucks

	KismetRenderingLibrary: Added EditorOnly function for creating static textures from Render Targets. Has options for Mip and Compression Settings

Change 3626874 by Mark.Satterthwaite

	Fix Metal 2.0 compilation.

Change 3626997 by Rolando.Caloca

	DR - vk - cis fix
	- Initial RGBA16 readback

Change 3627016 by Mark.Satterthwaite

	Workaround more of Metal's unfortunate tendency to re-associate float mul/add/sub operations - this time from Metal's own standard-library.

Change 3627040 by Brian.Karis

	Removed old rasterized deferred reflection env path.
	Removed reflection compute shader. Replaced with PS. Small perf gain.

Change 3627055 by Mark.Satterthwaite

	No MSAA support on Intel Metal or iOS Desktop Forward for the moment as neitehr work and I don't want to have lots of crashes out in the wild until we have a solution.

Change 3627057 by Mark.Satterthwaite

	Make SCW's directcompile not fall over with Metal when there are compilation errors.

Change 3627083 by Mark.Satterthwaite

	Invalidate Metal shaders so QA testing picks up the most recent changes.

Change 3627788 by Chris.Bunner

	[Duplicate, CL 3627751] - VisibleExpressions static switch value evaluation needs to handle reroute nodes rather than only verify first expression.

Change 3627834 by Rolando.Caloca

	DR - cis fix

Change 3627847 by Rolando.Caloca

	DR - 4th try to fix static analysis

Change 3627877 by Guillaume.Abadie

	Works arround a HLSLCC bug in a SimpleComposure project's material where x != x does not work for an unknown reason yet.

	#jira UE-48063

Change 3628035 by Marcus.Wassmer

	Duplicate 3620990
	Smarter scenecapture allocation behavior.

Change 3628204 by Daniel.Wright

	Fixed denormalization scale on one of the 2nd SH band of volumetric lightmaps

Change 3628217 by Mark.Satterthwaite

	Fix InfiltratorForward project defaults so that iOS will package.

Change 3628515 by Arne.Schober

	DR - [UE-49213] - Fix case where HZB was not generated for SSR and SSAO when Occlusion culling was disabled.
	#RB Marcus.Wassmer

Change 3628550 by Chris.Bunner

	Merge fixes.

Change 3628597 by Chris.Bunner

	Merge fixes.

Change 3628656 by Michael.Trepka

	One more workaround for a bug in StandardPlatformString.cpp. It doesn't handle %lf format correctly, parsing it as long double instead of ignoring the 'l' format sub-specifier.

Change 3628685 by Daniel.Wright

	CPU interpolation of Volumetric Lightmaps for the mobile renderer.  They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame.

Change 3629094 by Ryan.Brucks

	Fixes to RenderTargetCreateStaticTexture2DEditorOnly with additional error checks

	#RB none

Change 3629223 by Rolando.Caloca

	DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847

Change 3629491 by Rolando.Caloca

	DR - Revert back to emulated uniform buffers on SM4/SM5

Change 3629663 by Daniel.Wright

	Fixed NaN when capsule shadow direction is derived from volumetric lightmap with completely black lighting

Change 3629664 by Daniel.Wright

	Don't render dynamic indirect occlusion from mesh distance fields when operating on a movable skylight, since DFAO fills that role

Change 3629708 by Rolando.Caloca

	DR - vk - Redo some changes from DevMobile
	3601439
	3604186
	3606672
	3617383
	3617474
	3617483

Change 3629770 by Mark.Satterthwaite

	Fix a mobile Metal shader compilation error when using the FMA workaround for "cross" which should only be applied if the min. Metal version is 1.2 (as FMA is not known to work prior to this).

Change 3629793 by Daniel.Wright

	Fixed VolumetricLightmapDetailCellSize not being respected in small levels, causing too much volumetric lightmap density and memory

Change 3629859 by Mark.Satterthwaite

	macOS 10.12 also had problems with MSAA in forward rendering - so only permit it to work on macOS 10.13 and above.

Change 3630790 by Mark.Satterthwaite

	Move RHISupportsMSAA so that the Metal related complications for when it is viable can be hidden within.

Change 3630990 by Rolando.Caloca

	DR - vk - Redid CL 3617437 (optimize number of Buffer Views, eg 165 to 58)

Change 3631071 by Mark.Satterthwaite

	Fix a small gotcha in a change from Dev-Mobile: for MetalRHI we need to explicitly configure the ShaderCacheContext for the immediate/device context after initialising the shader-cache.
	#jira UE-49431

Change 3631076 by Rolando.Caloca

	DR - vk - Redo 3617574, reduce number of render pass objects created

Change 3631250 by Mark.Satterthwaite

	Make another Metal warning a Verbose log instead as it isn't interesting unless you are me.

Change 3631911 by Chris.Bunner

	Back out changelist 3628035.

	#jira UE-49364, UE-49365

Change 3632041 by Mark.Satterthwaite

	Fix cloth rendering on Metal - some of the data in FClothVertex is uint but we load it from a float buffer. This could be due to a bug in Metal's as_type<uint4>() or it could be that Xcode 9's compiler is now finally enforcing Metal's official flush-to-zero-on-load semantics for denorms - it isn't immediately obvious.

	#jira UE-49439

Change 3632261 by Brian.Karis

	SM4 fallback for reflection captures.

Change 3632281 by Mark.Satterthwaite

	Fix an intermittent assert on startup when the AVFoundation movie player gets the QAGame TM-ShaderModels video ready to play prior to the rendering thread being back online when resizing the window. This is done by deferring the processing of AVFoundation events to the game-thread where it won't cause a threading violation.

Change 3632382 by Rolando.Caloca

	DR - vk - Fix clang warning

Change 3633338 by Chris.Bunner

	Static analysis/Linux compile fix.

	#jira UE-49502

Change 3633616 by Jian.Ru

	Force alpha to 0xff for functional UI screenshot tests
	#jira UE-48266

Change 3633818 by Daniel.Wright

	Better indirection texture clamping and asserts

Change 3634319 by Mark.Satterthwaite

	Stop FVolumetricLightmapDataLayer ::Discard which is invoked by the Editor RHI during texture-upload from chucking the backing data when in the Editor - because if we do that then cooking will serialise an empty array. This was only apparent on Mac because Metal always invokes Discard on BulkDataInterfaces and D3D11 never does.

	#jira UE-49381

Change 3634613 by Rolando.Caloca

	DR - Call discard on bulk data for textures

	#jira UE-49533

Change 3634654 by Mark.Satterthwaite

	Fixes for broken iOS builds:
	- Fix RHIGetShaderLanguageVersion returning the wrong version for iOS Metal if the Mac version had already been queried - this has been wrong for a long while.
	- Remove the precise:: qualifier for Metal's fma intrinsic - it isn't necessary and breaks on older OSes.

	#jira UE-49381

Change 3634820 by Mark.Satterthwaite

	Change the hash-function for the preprocessed HLSL source in FMetalShaderOutputCooker to reduce risk of hash-collisions. Fixes one cause of UE-49381 and reveals an underlying driver bug on iOS 9 with runtime-compiled text shaders *only*.

	#jira UE-49381

Change 3634821 by Mark.Satterthwaite

	Force Metal shaders only to recompile by incrementing the format version.

[CL 3635058 by Chris Bunner in Main branch]
2017-09-09 16:29:11 -04:00