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4013cd6ee82a44b689082dfd20a9f4fe1d1c7def
41 Commits
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b10df2c9a1 |
Re-submit Desktop Platforms TP Refactor TPC/TPS Windows/Mac/Linux/WINGDK
Section Names for Windows/Mac/Linux/WindGDK will use the old names for compatibility. #jira UE-206488 #rb Brandon.Schaefer, Josh.Adams [CL 31522656 by florin pascu in ue5-main branch] |
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aa7c58b0c7 |
[Backout] - CL31378447
[FYI] Florin.Pascu Original CL Desc ----------------------------------------------------------------- Desktop Platforms TP Refactor TPC/TPS Windows/Mac/Linux/WINGDK #jira UE-206488 #rb Brandon.Schaefer, Josh.Adams [CL 31397940 by florin pascu in ue5-main branch] |
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20bd6eddc1 |
Desktop Platforms TP Refactor TPC/TPS Windows/Mac/Linux/WINGDK
#jira UE-206488 #rb Brandon.Schaefer, Josh.Adams [CL 31378452 by florin pascu in ue5-main branch] |
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2e9e2879a3 |
- Building MacPlatformEditor and MacTargetPlatform so that the Xcode Projects settings show up in the Windows editor, for remote IOS building
#jira UE-193734 #rb [CL 27345511 by josh adams in ue5-main branch] |
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dd7731d7cc |
fix UnrealFrontEnd build fail, splitting XcodeProjectSettings into two files, so that UnrealFrontend can include the none editor part
#jira horde issue 303127 #rb Josh.Adams #preflight 645e80ca2965f6ea8e085199 [CL 25456753 by calvin zheng in ue5-main branch] |
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7b096839a0 |
add import buttons for Xcode project settings plist/entitlements
#jira n/a #preflight 645e4b74b71b8186aad534cd #rb Josh.Adams [CL 25449358 by calvin zheng in ue5-main branch] |
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d40dc1b67c |
dynamic settings enabling for Xcode project settings
#rb Josh.Adams #preflight n/a [CL 25188022 by calvin zheng in ue5-main branch] |
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a19ad9e117 |
Fix LOCTEXT conflicts, also fix Mac settings being replaced
#jira 294221 #rb trivial #preflight N/A [CL 25180408 by calvin zheng in ue5-main branch] |
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d615e69004 |
Exposing xcode settings to UE settings UI (more work about dynamic disabling etc will follow)
#jira N/A #rb Josh.Adams #preflight 6446ae7a7368de8c98fc84d2 [CL 25169123 by calvin zheng in ue5-main branch] |
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82959c24fd |
- Added WITH_ENGINE wrappers to some code in MacTargetPlatform that doesn't work without engine
#rb tim.smith #jira none #preflight 63575537f726e94fe029697c [CL 22744958 by Josh Adams in ue5-main branch] |
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9bc1cec538 |
Enabling half precision floating point for Metal on iOS/tvOS
#rb Dmitriy.Dyomin, Laura.Hermanns #jira UE-120588 #preflight 624c3b06f4217035fac65500 [CL 19626453 by carl lloyd in ue5-main branch] |
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92a7004918 |
Harmonize Metal version to use in iOS / Mac
#jira UE-135971 #rb jack.porter [FYI] will.damon, carl.lloyd #preflight 61e51ef2a2616066f675dd5e #ROBOMERGE-OWNER: axel.riffard #ROBOMERGE-AUTHOR: axel.riffard #ROBOMERGE-SOURCE: CL 18631139 in //UE5/Release-5.0/... #ROBOMERGE-BOT: UE5 (Release-5.0 -> Release-Engine-Staging) (v899-18417669) #ROBOMERGE-CONFLICT from-shelf #p4v-cherrypick 18631594 #preflight 61e643cb1f30b67a22f3febd [CL 18636647 by axel riffard in ue5-main branch] |
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08957ffbc4 |
Set new default shader for Apple platforms and IOS 15 support
#jira UE-131184 #jira UE-124744 #rb jack.porter #[fyi] will.damon carl.lloyd axel.riffard #preflight 618e2f249e784835d570d871 #ushell-cherrypick of 18165990 by axel.riffard [CL 18598774 by will damon in ue5-main branch] |
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7379fa99c5 |
Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch] |
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5f27a8dbcb |
[Upgrade Notes Critical! Licensee build scripts and DeviceProfiles may need updating]
- Formalizing all TargetPlatforms to have a Client version, rename WindowsNoEditor to Windows, and removing DDPI specification of TargetPlatforms, and generate them programmatically - Updated names DeviceProfiles and Build scripts, as above - Some PlatformInfo class cleanup - Added a TNonDesktopTargetPlatformBase class to make most TargetPlatforms simpler - Added "No Compiled Support" to the Turnkey LaunchOn menu when the TargetPlatforms aren't compiled in (to show that even if you install an SDK, you will need to compile before you can LaunchOn)\ - Starting the transition away from PlatformInfo::FPlatformInfo to FDDPI [CL 13966487 by Josh Adams in ue5-main branch] |
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ccc1743281 |
- Big TargetPlatform Module cleanup:
- Removed the function to return a single TP, and wrapped the functionality in a simple single required function (platform just has to add TPs to an array, high level code manages init and cleanup of the array) - Stripped unncessary code from all TPs - Collapsed the desktop targetplatform modules into 1 per platform - Renamed LinuxAArch64NoEditorTargetPlatfortm to LinuxAArch64TargetPlatform to match the other non-editor platforms - Deleted AllDesktopPlatform [CL 13502803 by Josh Adams in ue5-main branch] |
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471d972e62 |
Updating copyright for Engine Developer.
#rnx #rb none #ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902 #ROBOMERGE-BOT: (v613-10869866) [CL 10870584 by ryan durand in Main branch] |
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6517c68ef5 |
Copying //UE4/Dev-RenderPlat-Staging@8684824 to Dev-Main (//UE4/Dev-Main)
#rb none [CL 8684840 by Marcus Wassmer in Main branch] |
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3d282bf6e7 |
- Added early check before creating a TargetPlatform object if the PlatformInfo will be found (check a static function to see if it's usable before making it)
- Changed each platform's GetTargetPlatform[s] function #rb none #jira UE-78692 [FYI] bob.tellez #ROBOMERGE-SOURCE: CL 7952099 via CL 7954770 #ROBOMERGE-BOT: (v393-7951996) [CL 7954968 by josh adams in Main branch] |
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8ba414e181 |
Add an option "Force 32bit Floating Point Precision" to the iOS project settings to have the shader compiler promote all half-float operations to FP32 as some projects on iOS encounter rendering issues when fragment shader calculations run into half-float precision limits.
#jira UE-68654 #rb none #lockdown marcus.wassmer [CL 4804101 by Mark Satterthwaite in Dev-Rendering branch] |
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ae9401146d |
Remove all support for Metal prior to Metal 1.2 on iOS/tvOS and Metal 2.0 on macOS. This permits some fairly radical simplifications and removal of a number of workarounds.
- All Buffer<>/RWBuffer<> objects are now bound as texture2d or texture_buffer, unless they are 3-component, in which case they are bound as raw T* buffer pointers. - 3-component Buffer/RWBuffer objects should now work - Metal needed to use packed_* types internally as normal 3-component types in Metal are the same size as 4-component types which is different to HLSL. This is untested as we have no such example. - Texture Gather/GatherCompare operations have been fixed and should now work. - Remove all the TypedBufferFormat function-constant specialisation infrastructure and metadata as it is no longer necessary. - Remove all the raw-conversion for 1, 2 and 4 component vector types as it is no longer required. - Fixed input qualifiers (centroid, linear, etc.) for Fragment shader inputs - they should now work. - Remove a bunch of Metal specific shader changes due to buffer type casting and swizzling that will now just work. - Use the BGRA vertex format for FColor on Metal when available (everywhere but iOS/tvOS 10 using Metal 1.2). - Simplify ShouldCompilePermutation & similar functions now that we have fewer versions to support. #rb none #jira N/A [CL 4729845 by Mark Satterthwaite in Dev-Rendering branch] |
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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] |
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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 |
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13d012685f |
Merging copyright update from 4.19 branch.
#rb none #rnx #jira [CL 3818977 by Ben Marsh in Staging-4.19 branch] |
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0341e5d5c1 |
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928)
#lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change |