Commit Graph

23 Commits

Author SHA1 Message Date
Dmitriy Dyomin
d95b02416a Remove TextureView path in GL RHI, as it's not supported in GL ES
#rb none
#preflight 625f965e4617dd4429f9d210

[CL 19826433 by Dmitriy Dyomin in ue5-main branch]
2022-04-20 01:54:11 -04:00
Dmitriy Dyomin
f2a70b9ad2 Make sure we allocate enough UAV slots in OpenGL RHI as they are shared between Images and SSBOs
[CL 17099282 by Dmitriy Dyomin in ue5-main branch]
2021-08-09 04:57:15 -04:00
aurel cordonnier
43fa62fcd8 Merge from Release-Engine-Test @ 16487383 to UE5/Main
This represents UE4/Main @ 16445039 and Dev-PerfTest @ 16444526

[CL 16488106 by aurel cordonnier in ue5-main branch]
2021-05-27 13:40:37 -04:00
Dmitriy Dyomin
edd0257c55 Remove Texture2D as a storage for GPUScene primitives, OpenGL will use StructuredBuffers supported through SSBOs
#rb jack.porter
#fyi ola.olsson

[CL 15415286 by Dmitriy Dyomin in ue5-main branch]
2021-02-16 00:46:28 -04:00
lukas hermanns
5f143ffab8 Appendix for fix in CL 11110898
#rb none
[FYI] Arne.Schober, Bob.Tellez
#rnx


#ROBOMERGE-SOURCE: CL 11110988 via CL 11111222
#ROBOMERGE-BOT: (v640-11091645)

[CL 11111754 by lukas hermanns in Main branch]
2020-01-24 20:00:22 -05:00
dmitriy dyomin
32bb8acd0b Support virtual textures on mobile platforms. Requires Vulkan, OpenGL ES3.1 + SRV, iPhone8 and up.
Disabled by default, set r.Mobile.VirtualTextures=1 to enable
known issues: RVT compression is not implementted, Android OpenGL will have R and G channels swapped for uncompressed streaming VT, no sRGB support
#jira UE-79955
#rb jeremy.moore


#ROBOMERGE-SOURCE: CL 11070636 via CL 11070637
#ROBOMERGE-BOT: (v637-11041722)

[CL 11070638 by dmitriy dyomin in Main branch]
2020-01-20 22:16:23 -05:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


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

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -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
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Ankit Khare
6be914d11a #UE4 #opengl
move querying of tesselation related values from base to Opengl3/4 code path.

#codereview rolando.caloca

[CL 2182230 by Ankit Khare in Main branch]
2014-07-09 18:54:51 -04:00
Dmitry Rekman
7287d6144b OpenGL cleanups for GL3 code path (e.g. Intel Linux drivers which are GL 3.3).
As per discussion with Smedis (NiklasS):
- Macros to get GL parameters unified across platforms and changed so they set default values unconditionally.
- We want to ignore errors like "getting an invalid enum" for these cases, so code rearranged to initialize (some) tesselation parms in base, where they're declared.

#codereview Niklas.Smedberg

[CL 2065995 by Dmitry Rekman in Main branch]
2014-05-07 16:01:11 -04:00
Dmitry Rekman
ef5b21a67e Backing out changelist 2064070. Misguided change, needs more testing.
#codereview Niklas.Smedberg

[CL 2064089 by Dmitry Rekman in Main branch]
2014-05-05 20:53:07 -04:00
Dmitry Rekman
5dec3f6bc7 Better acquiring of integer GL parameters.
- Set to default when cannot acquire.
- Unified macros for most platforms.

Fixes TTP #331890.

#codereview Niklas.Smedberg

[CL 2064070 by Dmitry Rekman in Main branch]
2014-05-05 20:28:06 -04:00
Niklas Smedberg
788e586345 Merging updates for OpenGL4
- ARB_vertex_attrib_binding support
  - ARB_buffer_storage support
  - ARB_texture_view enhanced support (stencil texture views)
  - Re-enable redix sort on OpenGL
  - Depth bounds test support
  - NVX_gpu_memory_info support
  - ARB_tessellation_shader support

[CL 2060769 by Niklas Smedberg in Main branch]
2014-04-30 23:51:07 -04:00
Bob Tellez
171fb2a75f Un-back out changelist 2059105. This was not the cause of the problem
[CL 2060593 by Bob Tellez in Main branch]
2014-04-30 18:54:53 -04:00
Bob Tellez
28c13edaef Back out changelist 2059105. This may be causing a crash in cook. If it is not, I will un-backout this file again.
[CL 2060178 by Bob Tellez in Main branch]
2014-04-30 14:08:54 -04:00
Niklas Smedberg
1da5bfbebf Fixed startup crash with -opengl on low-end GPUs
[CL 2059105 by Niklas Smedberg in Main branch]
2014-04-29 21:55:13 -04:00
Niklas Smedberg
aa2984dce9 Fix for -opengl on AMD
[CL 2050527 by Niklas Smedberg in Main branch]
2014-04-23 19:45:08 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00