Commit Graph

23 Commits

Author SHA1 Message Date
Jack Porter
9e86647a3d Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3010693)
#lockdown nick.penwarden
#rb none

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

Change 2958982 on 2016/04/28 by Dmitriy.Dyomin

	Set owner name for RHI texture, for easier debugging

Change 2976446 on 2016/05/12 by Niklas.Smedberg

	Fixed Device Profile CVars so they work even if a DLL with the cvar definition is loaded afterwards. (And they now also go through the common code path for CVars.)

Change 2983781 on 2016/05/19 by Steve.Cano

	Check in PlayUsingLauncher if the device we're launching to is authorized by the computer. Could not get to this information about Devices so added an IsAuthorized interface to ITargetDevice that is overriden in the AndroidTargetDevice. Also make sure to referesh the authorized state as needed for Android device detection. Finally, changed the name of the authorized variable to be more readable (true == authorized instead of true == unauthorized)

	#jira UE-21121
	#ue4
	#android

Change 2994202 on 2016/05/31 by Allan.Bentham

	Prevent clear transulcency volume null deref crash.

	Change test for allocated deferred render targets  by testing against an exclusively deferred target (instead of potentially shared shadow depth surface)

	probable fix for UE-22073

Change 2995613 on 2016/05/31 by Dmitriy.Dyomin

	Added: Option to force full precision in a material
	UEMOB-109

Change 2997960 on 2016/06/02 by Gareth.Martin

	Refactored Landscape serialization to allow cooking both the data used for normal rendering and mobile rendering into the same package
	#jira UE-31474

Change 2997988 on 2016/06/02 by Gareth.Martin

	Files missing from CL 2997960
	#jira UE-31474

Change 2999222 on 2016/06/03 by Jack.Porter

	Fix up ETargetPlatformFeatures::ForwardRendering and ETargetPlatformFeatures::DeferredRendering for iOS to support the Metal MRT deferred renderer

Change 2999229 on 2016/06/03 by Jack.Porter

	Rename ETargetPlatformFeatures::ForwardRendering to TargetPlatformFeatures::MobileRendering

Change 3003540 on 2016/06/07 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3003779 on 2016/06/07 by Dmitriy.Dyomin

	Fixed: Criss-crossed sublevels cause NavMesh errors
	#jira UE-27157

Change 3004535 on 2016/06/07 by Steve.Cano

	Adding the OnControllerConnectionChange delegate message when a controller is connected on Android. Also added additional future broadcast statement when disconnect support is added for Android.

	#jira UE-25697
	#ue4
	#android

Change 3005205 on 2016/06/07 by Niklas.Smedberg

	Bumped ASTC format version to invalidate bad server DDC

Change 3005347 on 2016/06/08 by Dmitriy.Dyomin

	Added a way to cache OpenGL program binaries on the disk. Disabled by default. Can be enabled only on Android platform (r.UseProgramBinaryCache=1)
	#jira UEMOB-108

Change 3005524 on 2016/06/08 by Dmitriy.Dyomin

	Fixed iOS build broken by CL# 3005347

Change 3005528 on 2016/06/08 by Jack.Porter

	Changed hardcoded checkboxes from quality level overrides dialog to use the general property details code.
	Now magically supports any uproperty types such as enums or integers added to FMaterialQualityOverrides.

Change 3005607 on 2016/06/08 by Dmitriy.Dyomin

	Fixed: Occasional crash on using Launch on Android device when device is being disconnected

Change 3006705 on 2016/06/08 by Chris.Babcock

	Fix virtual joystick to return -1 to 1 ranges for thumbsticks
	#jira UE-31799
	#ue4
	#android
	#ios

Change 3006960 on 2016/06/08 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3007050 on 2016/06/09 by Jack.Porter

	FAutomationWorkerModule::ReportTestComplete() needs to send analytics first as the message endpoint will free the memory resulting in a crash

Change 3007129 on 2016/06/09 by Dmitriy.Dyomin

	Fixed: Black edges seen on flames in Sun Temple
	#jira UE-31712

Change 3010686 on 2016/06/13 by Dmitriy.Dyomin

	Fixed: Android Monolithic warnings for glGetProgramBinaryOES and glProgramBinaryOES
	#jira UE-31933

[CL 3011074 by Jack Porter in Main branch]
2016-06-13 12:20:22 -04:00
Josh Adams
877a542dd6 Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 2970079)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2945365 on 2016/04/15 by Mark.Satterthwaite

	Assert if anyone calls RHIClearUAV on a structured-buffer or texture under Metal - there's no clear way to implement these cases yet.

Change 2945366 on 2016/04/15 by Mark.Satterthwaite

	Change the Metal parallel command-context submission to hand-off the entire NSArray of MTLCommandBuffers to avoid race conditions between one use of a context and the next.

Change 2945394 on 2016/04/15 by Mark.Satterthwaite

	Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.

Change 2945444 on 2016/04/15 by Mark.Satterthwaite

	Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.

Change 2945457 on 2016/04/15 by Mark.Satterthwaite

	Add validation code to MetalRHI to ensure that we don't erroneously re-clear existing render contents when restoring the render command encoder. This will only be active when the Metal debug layer is enabled and is completely compiled away in Test & Shipping builds for performance.

Change 2946249 on 2016/04/16 by Nick.Shin

	build HarfBuzz for HTML5

	#jira UE-28552 - HarfBuzz - HTML5

Change 2946250 on 2016/04/16 by Nick.Shin

	Rename/move file(s)

	move emscripten (part 1 of 2)
	from Engine/Source/ThirdParty/HTML5/emsdk
	to Engine/Extras/ThirdPartyNotUE/emsdk

	this is a request from legal

Change 2946251 on 2016/04/16 by Nick.Shin

	move emscripten (part 2 of 2)
	build scripts and cpp files updated with new emscripten path

	from Engine/Source/ThirdParty/HTML5/emsdk
	to Engine/Extras/ThirdPartyNotUE/emsdk

	this is a request from legal

Change 2946516 on 2016/04/18 by Mark.Satterthwaite

	Disable r.DFShadowScatterTileCulling  as well as r.AOScatterTileCulling  on Mac because we don't have the necessary RW textures on Metal.

Change 2947000 on 2016/04/18 by Michael.Trepka

	Print OS X version to log in FMacPlatformMisc::PlatformInit()

Change 2948197 on 2016/04/19 by Lee.Clark

	PS4 - Use SDK 3.508.031

Change 2948301 on 2016/04/19 by Nick.Shin

	upgrading zlib openssl libcurl libwebsockets

	part 1 of 2 -- adding new compiled versions (part 2 will be removing the old version -- which will be done after platform owners are given a chance to recompile for their platform - most notably: zlib)

	NOTE: Linux libraries are built for CentOS 6.7 (i.e. 2010 - glibc 2.12 and gcc 4.4.7)

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1223  -  Arrange testing for 'update websocket library'
	#jira UEPLAT-1203  -  Add Linux library for libwebsockets
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2948319 on 2016/04/19 by Nick.Shin

	update zlib to v1.2.8

	part 1 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library

Change 2948320 on 2016/04/19 by Nick.Shin

	update OpenSSL to v1.0.1s

	part 2 of 4 - doing this in stages for tracking purposes

	also, removing dynamic libs (for windows) -- these are no longer needed as this is now statically linked in editor
	- tested by installing perforce server setup with ssl access only and pointing editor source code to it as ssl:hostname:port
	- also tested trying accessing it without ssl which resulted in access denied indicating a successful test of dynamic lib removal

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2948322 on 2016/04/19 by Nick.Shin

	update libwebsockets to v1.7.4

	part 4 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2948323 on 2016/04/19 by Nick.Shin

	build scripts

	pull source and compile - zlib openssl libcurl & libwebsockets

	tested on:
	- Win64 VS2013 & VS2015
	- OSX
	- Linux

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1203  -  Add Linux library for libwebsockets
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2948337 on 2016/04/19 by Lee.Clark

	VS 2015 libScePad support

Change 2948382 on 2016/04/19 by Mark.Satterthwaite

	Add Mac model, CPU string, num HTs to the log on Mac so that errors reported to us contain the data that Apple want when we turn them into bug-reports. Also added a missing sigaction from the trampoline.

Change 2948385 on 2016/04/19 by Mark.Satterthwaite

	Disambiguate Metal command-buffer failures by vendor & error type so that we don't end up with just one crash-reporting entry for many different kinds of crash and enable this assertion on all builds because it will always be fatal and failing to crash here may end up causing the Mac to reboot.

Change 2948460 on 2016/04/19 by Peter.Sauerbrei

	fix for wrong line endings

Change 2948526 on 2016/04/19 by Nick.Shin

	fix for wrong line endings

Change 2949334 on 2016/04/20 by Nick.Shin

	fix library path

	for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set...

Change 2949398 on 2016/04/20 by Lee.Clark

	PS4 - Fix SDK compile warnings

Change 2949656 on 2016/04/20 by Nick.Shin

	Back out changelist 2948320

	but keeping the C# build file as-is

Change 2949676 on 2016/04/20 by Mark.Satterthwaite

	Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
	#jira UE-29140

Change 2950025 on 2016/04/20 by Mark.Satterthwaite

	Undo CL #2949676 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
	#jira UE-29006

Change 2950084 on 2016/04/20 by Nick.Shin

	OSX warning fix:

	UE4 supports down to OSX 10.9 rebuilt the zlib openssl libcurl and libwebsockets to support that

	build file also updated to use MACOSX_DEVELOPMENT_TARGET=10.9

Change 2950613 on 2016/04/20 by Dmitry.Rekman

	UAT: Disable modules that are not supported on Linux.

	#rb none
	#codereview Ben.Marsh, Michael.Trepka, Josh.Adams
	#tests Run RunUAT.sh

Change 2951065 on 2016/04/21 by Nick.Shin

	temp: update SSL dlls in Engine/Binaries/ThirdParty/OpenSSL/Win64

Change 2951556 on 2016/04/21 by Nick.Shin

	static libs double checked

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951559 on 2016/04/21 by Nick.Shin

	static libs double checked

	forgot these files - they were in another changelist

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951574 on 2016/04/21 by Nick.Shin

	remove unused variable warning

	was bughunt code...

Change 2951652 on 2016/04/21 by Josh.Adams

	- Disabled MRT support on iPad Air 1 devices, since it doesn't support wide enough MRTs that the engine needs (ie, only use MRTs in METAL_MRT mode on iOS)

Change 2951656 on 2016/04/21 by Josh.Adams

	- Fixed Mac compile error in Metal

Change 2951718 on 2016/04/21 by Nick.Shin

	remove shared SSL DLLs in a controlled manner

	tested with QA help who was able to replicate the bug in the morning - and was able to successfully run the editor with this changelist (shelved - remote unshelved test - thanks Dan.Bullard_volt!)

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951862 on 2016/04/21 by Lee.Clark

	PS4 - Enable Neo high resolution support.

Change 2952409 on 2016/04/22 by Nick.Shin

	add win32 build targets for zlib openssl libcurl libwebsockets

	part 1 of 2: these are the libs and header files

Change 2952411 on 2016/04/22 by Nick.Shin

	add win32 build targets for zlib openssl libcurl libwebsockets

	part 1 of 2: these are the C# build scripts

Change 2952580 on 2016/04/22 by Lee.Clark

	PS4 - Fix staging and deploying of system prxs

Change 2953152 on 2016/04/22 by Mark.Satterthwaite

	Only cache instances of TShadowDepthVS  with bIsForGeometryShader=true when the RHI can handle the underlying feature. We can save memory on iOS by only emitting these shaders on Mac Metal or RHI's with Geometry shaders which have the required H/W to do this.

Change 2953385 on 2016/04/22 by Nick.Shin

	use HarfBuzz libs for HTML5

	c# build files updated to link in the harfbuzz libs

	#jira UE-28552 - HarfBuzz - HTML5

Change 2954686 on 2016/04/25 by Nick.Shin

	from legal:

	Emscripten approved for redistribution provided that *all* files are checked into the following directory: Engine/Extras/ThirdPartyNotUE

	Please also check in the attached .tps files and licenses alongside the TPS itself. This will allow us to track third party files within P4.

Change 2954928 on 2016/04/25 by Daniel.Lamb

	Fixed min number of threads allocated for compiling shaders in cooker.

Change 2954942 on 2016/04/25 by Daniel.Lamb

	Added flag -skipcompile for running visual studio.
	Skip force compilation on -multiprocess flag.
	#jira UE-22308
	#PR 1678
	#1678

Change 2954948 on 2016/04/25 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 2955370 on 2016/04/25 by Josh.Adams

	- Fixing C# error from main
	#lockdown nick.penwarden

Change 2957745 on 2016/04/27 by Daniel.Lamb

	Pull request from acordon@microsoft.com.

	Fixed deterministic cooking issue with StaticMeshComponent using StaticMesh before it had it's postload call.

Change 2957747 on 2016/04/27 by Daniel.Lamb

	Pull request from acordon@microsoft.com.

	Resave packages commandlet now can also rebuild asset registry paths with consistent case.

Change 2957750 on 2016/04/27 by Daniel.Lamb

	Pull request from acordon@microsoft.com.

	Fixed deterministic cooking issue with StaticMeshComponent using StaticMesh before it had it's postload call.

Change 2958708 on 2016/04/28 by Nick.Shin

	remove boringSSL

	#jira UE-29970 - QAGame launch on fails for Win64, fatal error LNK1169: one or more multiply defined symbols found
	#lockdown josh.adams

Change 2958724 on 2016/04/28 by Nick.Shin

	moved setting bVerifyPeer flag AFTER CertBundlePath has been set...

	otherwise, libCurl is going to try to verify the SSL session - but without a cert file, it makes no sense to try and verify the session

	- we could (and probably should) make this an error condition - but the constructor has the bVerifyPeer set to true -- which would mean that all games will need to have a cert file and/or know to set bVerifyPeer to false...

	- and so far, only linux and android seem to have code in place to make use of the cert files...

	#jira UE-29950 - Orion deticated server MCP authentication fails when using CURL
	#lockdown josh.adams

Change 2959058 on 2016/04/28 by Mark.Satterthwaite

	Mac Metal RHIGetSupportedResolution & RHIGetAvailableResolutions exactly as they were for Mac OpenGL.

Change 2959587 on 2016/04/28 by Jeff.Campeau

	Use response files for compiling CPPs using the VC toolchain to avoid issues where the command line is too long for XGE

Change 2959605 on 2016/04/28 by Jeff.Campeau

	Reuse existing response files if contents are unmodified.
	#2278

Change 2959680 on 2016/04/28 by Daniel.Lamb

	Don't cook clients when building only server configs.
	#pr 2127
	#2127

Change 2959764 on 2016/04/28 by Nick.Shin

	set PS4 back to using boringSSL - until OpenSSL has been built for it

	#jira UE-30088 - Orion PS4 Cook and Deploy fails to build for PS4

Change 2959875 on 2016/04/28 by Jeff.Campeau

	Simplified compression to use a bitwindow param instead of a targetplatform param
	Added bitwindow parameter for unrealpak
	Set Xbox One to pass 12 bit window for paks (for hw decompress)

Change 2959960 on 2016/04/28 by Nick.Shin

	removed url protocol scheme from external script loads - this will support fetching scripts with either http or https automatically

	and added window.focus after game has finished compiling - this will help if game is inside an iframe

	#jira UE-29886 - HTML5 project does not load using itch.io

Change 2960064 on 2016/04/28 by Dmitry.Rekman

	XMPP: Add missing dependency on OpenSSL on Linux.

Change 2961310 on 2016/04/29 by Mark.Satterthwaite

	DistanceField tile alignment changes to attempt to make it work on Mac.

Change 2961602 on 2016/04/29 by Nick.Shin

	#ifndef'd EMSCRIPTEN around FOpenGL::Flush();

	answerhub 409649 - HTML5 OpenGL backend doesn't need to flush GL commands

Change 2961604 on 2016/04/29 by Nick.Shin

	return "()" on empty object

	answerhub 390139 - JSON Conversion of TMaps of UStructs Can't Deserialize

Change 2963068 on 2016/05/02 by Peter.Sauerbrei

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 2963302 on 2016/05/02 by Peter.Sauerbrei

	fix for PS4 build failure

Change 2963731 on 2016/05/02 by Dmitry.Rekman

	Linux: move crash/ensure info from Binaries to Saved (UE-28411).

	- Allows running from read/only locations, since Saved can be redirected.

	#rb none
	#codereview Chris.Wood, David.Vossel

Change 2963737 on 2016/05/02 by Dmitry.Rekman

	CrashMalloc: get allocation size also from jemalloc.

	- Editor builds on Linux are otherwise shutting down on attempting to realloc things ("binned" is not used for the editor).

	#rb none
	#codereview Chris.Wood, Robert.Manuszewski, Steve.Robb

Change 2963989 on 2016/05/03 by Lee.Clark

	PS4 - Fix texture initialization

Change 2964296 on 2016/05/03 by Dmitry.Rekman

	Better fix for getting previous allocation size.

	- Suggested by GilG.

	#codereview Gil.Gribb

Change 2964398 on 2016/05/03 by Mark.Satterthwaite

	Added GetCompressionBitWindow to IPlatformCompression so that FArchive compression can acquire the platform specific window value at runtime even without the Developer-only TargetPlatform modules. This allows the ShaderCache to perform runtime compression of preloaded shaders in-game without crashing.
	#jira UE-30238

Change 2965966 on 2016/05/04 by Peter.Sauerbrei

	fix for bad path when deploying from mac
	#jira UE-30294
	#lockdown josh.adams

Change 2968380 on 2016/05/05 by Dmitry.Rekman

	Fix visibility placement which breaks Linux build.

	#lockdown Josh.Adams
	#codereview James.Golding

Change 2969002 on 2016/05/06 by Nick.Shin

	use boringssl until webrtc recompiled with openssl work is finished

	#jira UE-30298 - Fortnite and Orion crash on login
	#lockdown josh.adams

Change 2969545 on 2016/05/06 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#lockdown nick.penwarden

Change 2969923 on 2016/05/06 by Chris.Babcock

	Fix linker warning (mismatched function/variable for glMapBufferOES and glUnmapBufferOES)
	#jira UE-30222
	#ue4
	#android
	#lockdown Josh.Adams

Change 2970016 on 2016/05/07 by Nick.Shin

	undo all of the following upgrades:
	- zlib
	- openssl
	- libcurl
	- libwebsockets

	and reset webrtc

	#jira UE-30298 - Fortnite and Orion crash on login
	#lockdown josh.adams

#lockdown nick.penwarden

[CL 2970080 by Josh Adams in Main branch]
2016-05-07 12:42:47 -04:00
Josh Adams
d81e0f1653 Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 2945165)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2731596 on 2015/10/16 by Keith.Judge

	Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.

Change 2764244 on 2015/11/12 by Keith.Judge

	Stop creating/deleting SRVs for dynamic buffers all the time. Instead add a new view when a new buffer is cycled and keep them around until the buffer is dead.

Change 2936695 on 2016/04/07 by Mark.Satterthwaite

	Disable Metal on Mac OS X versions prior to 10.11.4 because their drivers are too buggy and lots of issues users will encounter were fixed in 10.11.4.

Change 2936701 on 2016/04/07 by Mark.Satterthwaite

	Re-enable DistanceFieldAO on Mac Metal, but disable the support for Heightfield composition into the DistanceFieldAO as that currently requires Read+Write texture support which isn't present in Metal yet.

Change 2936702 on 2016/04/07 by Mark.Satterthwaite

	Enable capsule shadows on Metal SM5 for Mac Paragon.

Change 2936704 on 2016/04/07 by Mark.Satterthwaite

	Re-add Metal_MacES3_1 entries in RHIDefinition functions - not quite sure how they disappeared...

Change 2936706 on 2016/04/07 by Mark.Satterthwaite

	Fix implementation of BeginRenderingPrePass to only clear the depth+stencil buffers when it is asked to - this fixes LOD fading in Paragon on Mac when parallel execution is enabled. The parallel contexts were being instructed to clear the pre-pass data which was then fouling up all the subsequent rendering.

Change 2936708 on 2016/04/07 by Mark.Satterthwaite

	Extend workaround from 2905206 for UE-27818 to Metal as well as OpenGL - it isn't permissable to have an unbound resource on these APIs as you aren't allowed to make the assumption than an if-branch will protect against null dereference on the GPU.

Change 2936737 on 2016/04/07 by Mark.Satterthwaite

	Changes to reduce Metal's peak memory usage when streaming texture data in when loading levels:
	- When uploading data to Shared memory Metal textures dispose of the source buffer immediately as it won't be required after the call to replaceRegion.
	- Add an optional CVar ("rhi.Metal.MaxOutstandingAsyncTexUploads") and keep a count of outstanding async. texture uploads - really this might be better as a memory count - if teh current outstanding count is greater than the specified CVar wait for all operations to complete before purging the used buffers. By default the CVar is set to 0 which disables the tracking and the game will use all available memory.

Change 2936741 on 2016/04/07 by Mark.Satterthwaite

	For Metal don't use a texture-view unless the mip-range or texture format is different - we only create a texture-view if we absolutely have to in order to avoid performance reductions on some vendors. When this happens we'll have to update the SRV to point to the new source texture but that can be handled on bind.

Change 2936753 on 2016/04/07 by Mark.Satterthwaite

	Mutex the pipeline cache inside each Metal bound-shader-state - with parallel execution this can be modified from multiple threads.

Change 2936758 on 2016/04/07 by Mark.Satterthwaite

	Don't eliminate redundant Metal command-encoders on Intel either - this only seems to work correctly on AMD...

Change 2936762 on 2016/04/07 by Mark.Satterthwaite

	Validate that parallel contexts aren't asked to clear render-targets (incl depth/stencil) as this won't work as desired - each context will end up clearing the contents meaning none of the rendering will propagate which is probably not what you intend.

Change 2936765 on 2016/04/07 by Mark.Satterthwaite

	Fix alignment of blit-commands between textures & buffers in Metal. Mac Metal has no minimum alignment and allows tightly packed rows, but mobile H/W has a fixed row alignment of 64-bytes for linear texture data.

Change 2936767 on 2016/04/07 by Mark.Satterthwaite

	Remove the workaround for old Mac OS X AMD cards not supporting frame-buffer sRGB - I have a feeling it causes more problems than it solves.

Change 2936773 on 2016/04/07 by Mark.Satterthwaite

	Warn the user when trying to run on OpenGL 3.2 GPUs that they are running unsupported and there may be rendering errors and performance problems.

Change 2936777 on 2016/04/07 by Mark.Satterthwaite

	In MetalRHI move the calls that reset the state-cache and command-encoder to EndFrame and fix the fallout. Hopefully this will eliminate the problem where a draw call fails because a call to SetRenderTargets hasn't been made since the last time the command-buffer was submitted.

Change 2936788 on 2016/04/07 by Daniel.Lamb

	PR #2193: Commandlet tweaks: Fixup Redirects and Cook-on-the-fly Server (Contributed by FineRedMist)

Change 2936799 on 2016/04/07 by Mark.Satterthwaite

	Automatically enable RHI thread support in Metal if parallel execution is compiled in unless running the Editor which doesn't support it. The RHI thread is only enabled in Metal when parallel execution is available because there's little to no advantages to the RHI thread with Metal unless parallel execution is enabled. Also only enable async compute support when parallel execution is available and running on an AMD GPU as only AMD support it and again its only really useful when running things in parallel. Disable the async. compute fencing code when async. compute is disabled.

Change 2936923 on 2016/04/07 by Peter.Sauerbrei

	add exception when trying to access an ini section which we don't cache

Change 2937839 on 2016/04/08 by Lee.Clark

	PS4 - BC6H and BC7 support

	#jira OR-14804

Change 2937841 on 2016/04/08 by Lee.Clark

	Fix media player not opening the same file that has just been closed.

Change 2937843 on 2016/04/08 by Lee.Clark

	PS4 - Fix Media player seek and duration

Change 2938272 on 2016/04/08 by Mark.Satterthwaite

	Change the Metal texture lock/unlock code to use the immediate getBytes API to read from the texture unless it is stored in Private memory and requires we use the blit-encoder. This means iOS texture locking won't generally need to use the blit encoder with its row alignment restrictions as all textures will be Shared. On Mac most textures will still be accessed via blit operations  since Private memory is much more common than Managed.

Change 2938471 on 2016/04/08 by Nick.Shin

	load/save with "negative char size value" fixed

	two 'U''s were missing-- causing base64encoder and decoder to not return original data (or expected data for that matter)...

	C++ function shows these signatures:
	    \Engine\Source\Runtime\Engine\Public\SaveGameSystem.h
	    FGenericSaveGameSystem::SaveGame(..., ..., ..., ...<uint8>);
	    FGenericSaveGameSystem::LoadGame(..., ..., ..., ...<uint8>);

	javascript version was using signed operators...

	answerhub 386719 - broken load/save

Change 2938546 on 2016/04/08 by Nick.Shin

	upgrading zlib, openssl, libcurl & libwebsockets
	(part 1, for libwebsockets -- engine changes will be in part 2)

	and writting down all of the build instructions into a single script file

	future tasks may have the script broken to smaller sized files and placed in the respective library folders for simplicity -- for now, it's bundled together to ensure build is all-in-one...

	#jira UEPLAT-1246 - Update libWebsockets
	#jira UEPLAT-1221 - update websocket library
	#jira UEPLAT-1223 - Arrange testing for 'update websocket library'
	#jira UEPLAT-1203 - Add Linux library for libwebsockets
	#jira UEPLAT-1204 - Rebuild libwebsockets with SSL

Change 2939402 on 2016/04/11 by Mark.Satterthwaite

	No need to call synchroniseTexture on iOS when locking a texture for read - that function call is only available and required on OS X.

Change 2939526 on 2016/04/11 by Daniel.Lamb

	Don't mark content as modified when garbage collecting.
	#PR2249
	#2249

Change 2940094 on 2016/04/11 by Michael.Trepka

	Temporarily rollback //UE4/Dev-Platform/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalContext.cpp to revision 47 to unblock UE-29312

	#codereview Mark.Satterthwaite

Change 2940540 on 2016/04/12 by Jeff.Campeau

	Hardware decompress support for Xbox One.

Change 2940793 on 2016/04/12 by Lee.Clark

	PS4 - Fix file handle leaks

	#codereview Marcus.Wassmer

Change 2940903 on 2016/04/12 by Keith.Judge

	Xbox One - Fix validated driver warning when using async compute with dynamic buffers (remove dynamic buffers).
	Also resurrected the old deferred deletion queue (though simplified the code a lot as TQueue was horrible), as the platform agnostic one can't deal with placement created resources with a separate buffer/resource.
	Moved associated deferred deletion logic out of FD3D11DynamicBuffer.

	Attempted fix for UE-28758, but doesn't actually fix it. :(

Change 2940959 on 2016/04/12 by Michael.Trepka

	Moved RadioEffectUnit CoreAudio plugin to Engine/Build/Mac

	#codereview Ben.Marsh

Change 2940961 on 2016/04/12 by Michael.Trepka

	Updated GitHub readme for Mac with instructions for building ShaderCompileWorker

	#codereview Ben.Marsh

Change 2941010 on 2016/04/12 by Daniel.Lamb

	Added xboxone.projectsettings to the ini processer in UAT.
	#codereview Peter.Sauerbrei
	#jira UE-29344

Change 2941671 on 2016/04/12 by Jeff.Campeau

	March 2016 XDK update

Change 2941998 on 2016/04/13 by Mark.Satterthwaite

	In MetalCommandList retain/release when waiting on a command-buffer commit to ensure command-buffer lifetime.

Change 2942008 on 2016/04/13 by Keith.Judge

	Fix black reflections when async compute is enabled. Shader resource tables are now properly bound on the context, and fixed a bug where the buffer offset and number of constants wasn't being properly set when using the ring buffer.

	#jira UE-28758

Change 2942046 on 2016/04/13 by Lee.Clark

	Fix SN-DBS launch failure with VS2015 - (path env seems to be null in 2015)

Change 2942095 on 2016/04/13 by Mark.Satterthwaite

	MIssed a change to use AlignedStride rather than Stride in FMetalDynamicRHI::RHIReadSurfaceFloatData to fix iOS blit-encoder read-back.

Change 2942383 on 2016/04/13 by Mark.Satterthwaite

	When locking a Metal texture on Mac you have to submit the command buffer & wait in a different location for Private vs. Managed access.

Change 2942419 on 2016/04/13 by Michael.Trepka

	Enabled IPv6 on iOS and Mac

	#jira UEPLAT-1168

Change 2942472 on 2016/04/13 by Daniel.Lamb

	Fixed missing OnlineSubsystemGooglePlay section from UAT ini processing.
	#codereview Peter.Sauerbrei

Change 2942829 on 2016/04/13 by Nick.Shin

	removing unused emscripten - ThirdParty folder

	the ThirdParty folder contained a lot of GPL (and sometimes missing) licensing projects - removing to keep legal happy

	tested with full rebuild, full cook, packaging and running QAGame

Change 2943110 on 2016/04/13 by Chris.Babcock

	Fix Oculus mobile binaries filtered (include the jars)
	#jira ue-29080
	#ue4
	#android
	#gearvr
	#codereview Nick.Whiting

Change 2943111 on 2016/04/13 by Chris.Babcock

	Fix GearVR plugin jar copy logic
	#jira UE-29108
	#ue4
	#android
	#gearvr
	#codereview Nick.Whiting

Change 2943579 on 2016/04/14 by Peter.Sauerbrei

	enable tvOS in the binary build

Change 2943587 on 2016/04/14 by Peter.Sauerbrei

	creation of xcode archives when using the archive command with iOS

Change 2943619 on 2016/04/14 by Mark.Satterthwaite

	Make Metal SM4 the default on Mac again for the 4.12 release. As expected there are many bugs to resolve.

Change 2943869 on 2016/04/14 by Daniel.Lamb

	Turned duplicate stage of files into warning.
	#codereview Peter.Sauerbrei
	#lockdown Josh.Adams
	#jira UE-29487

Change 2943901 on 2016/04/14 by Keith.Judge

	Xbox One - Fix start up crash.

	#lockdown Josh.Adams

Change 2943981 on 2016/04/14 by Mark.Satterthwaite

	Allow RWBuffers in Metal, which should work, but not RWTextures which aren't yet supported.
	#jira UE-29492
	#lockdown josh.adams

Change 2944080 on 2016/04/14 by Peter.Sauerbrei

	temporarily remove code which removes passwords in ini files which reside in the pak file
	multiple defaultengine.ini files were being copied over one another
	#lockdown josh.adams

Change 2944249 on 2016/04/14 by Peter.Sauerbrei

	fix for writing out DefaulEngine.ini when deprecated items are not changed
	#codereview zabir.hoque
	#lockdown josh.adams

Change 2944454 on 2016/04/14 by Peter.Sauerbrei

	fix for incorrect archive directory and missing IPA
	#jira UE-29509
	#lockdown josh.adams

Change 2944834 on 2016/04/15 by Peter.Sauerbrei

	fix for crash on some iOS device due to resources being freed while still in use by the GPU
	#jira UE-29517
	#lockdown josh.adams

Change 2944915 on 2016/04/15 by Peter.Sauerbrei

	fix for including Facebook SDK in tvOS since we don't have the Facebook libraries for tvOS yet
	#lockdown josh.adams

Change 2945164 on 2016/04/15 by Josh.Adams

	- Removing XboxOnePDBFile from junkmanifest, causes too much trouble when staging using AutoSDKs
	#lockdown nick.penwarden
	#codereview jeff.campeau

#lockdown nick.penwarden

[CL 2945174 by Josh Adams in Main branch]
2016-04-15 10:04:09 -04:00
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
Josh Adams
660ab7f0c9 Copying //UE4/Dev-Platform to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2719147 on 2015/10/07 by Mark.Satterthwaite

	Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track.

Change 2719182 on 2015/10/07 by Mark.Satterthwaite

	Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient.

Change 2719185 on 2015/10/07 by Mark.Satterthwaite

	Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw.

Change 2719434 on 2015/10/07 by Mark.Satterthwaite

	Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server.

Change 2724764 on 2015/10/12 by Josh.Adams

	[Initial AppleTV support]
	Merging	//depot/YakBranch/... to //UE4/Dev-Platform/...

Change 2726266 on 2015/10/13 by Lee.Clark

	PS4 - Calc reserve size required for DMA copy when using unsafe command buffers

Change 2726401 on 2015/10/13 by Mark.Satterthwaite

	Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected.
	#jira UE-15228

Change 2726421 on 2015/10/13 by Lee.Clark

	PS4 - Don't try to clear invalid targets

Change 2727040 on 2015/10/13 by Michael.Trepka

	Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72

Change 2729783 on 2015/10/15 by Keith.Judge

	Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty.

Change 2729847 on 2015/10/15 by Mark.Satterthwaite

	Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff.
	#jira UE-21992

Change 2729865 on 2015/10/15 by Keith.Judge

	Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition.

Change 2729897 on 2015/10/15 by Keith.Judge

	Fast Semantics - Make sure all GetData() calls are made safe with GPU fences.

Change 2729972 on 2015/10/15 by Keith.Judge

	Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly.

	This should be marginally quicker as it stops a double call to ClearState().

Change 2731503 on 2015/10/16 by Keith.Judge

	Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict).

Change 2731596 on 2015/10/16 by Keith.Judge

	Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.

Change 2731928 on 2015/10/16 by Michael.Trepka

	PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl)

Change 2731934 on 2015/10/16 by Michael.Trepka

	PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura)

Change 2732018 on 2015/10/16 by Mark.Satterthwaite

	Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached.
	- The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders.
	- Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this.
	- Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL.

Change 2732365 on 2015/10/16 by Josh.Adams

	- Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On)

Change 2733170 on 2015/10/18 by Terence.Burns

	Fix for Android IAP query not returning entire inventory.

Change 2733174 on 2015/10/18 by Terence.Burns

	Fix Movie player issue where wait for movie to finish isnt being respected.

	Seems a stray bUserCanceled event flag was causing this not to be observed.

	Added some verbose logging to apple movie player.

Change 2733488 on 2015/10/19 by Mark.Satterthwaite

	Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information.
	- Fixed a bug that would cause invalid shader membership and draw state information to be logged.
	- Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too.

Change 2735226 on 2015/10/20 by Mark.Satterthwaite

	Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently.
	#jira UE-21214
	#jira UE-19913

Change 2736722 on 2015/10/21 by Daniel.Lamb

	Improved performance of cooking stats system.

Change 2737172 on 2015/10/21 by Daniel.Lamb

	Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
Richard Hinckley
6ceaa5aba7 Cleaning out programmer-only comments that were harvested by Doxygen.
#platformnotify Josh.Adams

[CL 2690143 by Richard Hinckley in Main branch]
2015-09-14 09:25:39 -04:00
Ankit Khare
9b38554ee8 UEPLAT-826 : use HTML5 SDK from third party directories.
- Always pickup HTML5 sdk from third party directory.
   - Use the new html5 template by default.

[CL 2610587 by Ankit Khare in Main branch]
2015-07-04 18:45:54 -04:00
Terence Burns
08ff5fa6d1 https://jira.ol.epicgames.net/browse/UEPLAT-514
Adding Texture LOD settings to Device Profiles
- this will improve how we currently edit and override lod settings on a per device type bases.
- LOD Settings can now be set in the Device Profile Editor
- Any device profiles with no values set for LOD Settings, will use the default objects.
- These can be found in BaseDeviceProfiles.ini in the /Script/Engine.TextureLODSettings section
- Appropriate defaults set for those groups not listed.

-Other fixes
- - Incorrect with_editor check in HTML5 target platform, changed to with_engine

[CL 2481510 by Terence Burns in Main branch]
2015-03-17 09:50:32 -04:00
James Moran
f1320865f9 Many improvements to HTML5.
- Fixes to the Mac HTML5 Device selection. .app files now work correctly.
- Re-enabled HTML5 in Mac Editor.
- Added HTML5LaunchHelper executable to clean up the process of LaunchOn for HTML5.
- Improve HTML5 SDK Settings Editor interface. Only the emscripten install directory is needed now, SDK version are automatically picked up and selected for use.
- Change UnrealPak to also account for bytes saved (>64KB) and percentage size of original file (<90%) when choosing to automatically turn off compression.
- Added Server Port option for HTML5 deploy to stop clashes on port 8000
- Adding more logging for use during debugging & tracing.
- Added an option to turn on HTML5 tracing api and added calls to the api.
- Fix up check() macros to throw alert messages and be more clear that something has gone wrong on HTML5.

#codereview Ankit.Khare

[CL 2452979 by James Moran in Main branch]
2015-02-20 04:41:01 -05:00
James Moran
c5b4ca076e HTML5 SDK settings are now set via the Editor.
Android SDK path backslash duplication fix.
Fix for User inis not saving array properties correctly.

#codereview Ankit.Khare, Josh.Adams

[CL 2418611 by James Moran in Main branch]
2015-01-26 10:22:57 -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
Max Preussner
d206670ffe TargetPlatform: Replaced namespaced enums with enum classes
[CL 2326174 by Max Preussner in Main branch]
2014-10-10 20:14:21 -04:00
Daniel Lamb
715846941d Stopped tick cook on the side from waiting on save package for async cooked items to cache.
Now editor will tick at a decent frame rate while building shaders / caching textures.
#codereview Josh.Adams, Daniel.Wright, Matthew.Griffin

[CL 2318857 by Daniel Lamb in Main branch]
2014-10-03 14:56:20 -04:00
Ankit Khare
c3e2580eee Make different browsers as HTML5 Devices.
The configuration is driven by a editor platform specific .ini setting. Also, always serve files via a web browser ( python SimpleHTTP Server ) whose life time is attached to the browser device to get around X-origin issues w/ chrome. cook on the fly path remains as such, because we already serve via the cook on the fly web server.

#HTML5
#codereview james.moran, peter.sauerbrei

[CL 2281792 by Ankit Khare in Main branch]
2014-09-02 14:36:52 -04:00
Peter Sauerbrei
b8f1f7c9b3 implement IsSDKInstalled on HTML5 target platform
#ue4
#html5

[CL 2111845 by Peter Sauerbrei in Main branch]
2014-06-20 11:47:12 -04:00
Peter Sauerbrei
d996be2450 fix HTML5 not supporting File/Package
TTP338976
#ue4
#html5

[CL 2111759 by Peter Sauerbrei in Main branch]
2014-06-20 10:06:43 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Jamie Dale
0cfe5f0651 Added PlatformInfo to DesktopPlatform and improved the editors Supported Platform UI
TTP# 337136 - SETTINGS: Target Platform settings polish
TTP# 337652 - EDITOR: Limit Project supported Android icons down to 1
TTP# 337650 - EDITOR: There is only 1 icon for Apple for Project Supported Platforms

DesktopPlatform now contains a static array of FPlatformInfo. This can be used to query UE4 about its available platforms, even when they're not available as a target platform.

FPlatformInfo contains the information required by the editor (such as a localized display name and icon), as well as whether a platform is a variation ("flavor") of another, and if so, whether the flavor affects the build output (eg, Win32 or Win64), or the cook output (eg, Android_XYZ). This lets the editor build up nested menus for the "Package Project" and "Cook Project" options, rather than just showing everything as a flat list.

ReviewedBy Thomas.Sarkanen, Max.Preussner

[CL 2095796 by Jamie Dale in Main branch]
2014-06-05 12:13:44 -04:00
James Golding
369630e6cd Fix HTML5 CIS
[CL 2086949 by James Golding in Main branch]
2014-05-29 17:25:33 -04:00
Terence Burns
ed12de7f13 Added support to configure which target RHI's we desire on platforms.
User can now select target RHI's for windows under: Edit->Project Preferences->Windows->Targeted RHIs

Split up GetShaderFormats into GetAllPossibleShaderFormats and GetAllTargetedShaderFormats.
D3D11 and D3D10 remain the only two on, by default, for windows.

#ReviewedBy Nick.Penwarden

[CL 2068025 by Terence Burns in Main branch]
2014-05-09 08:51:44 -04:00
Dmitry Rekman
123eaf1a69 Removed unused GetBuildArtifacts() from ITargetPlatform (this is now being done in UAT).
#codereview Peter.Sauerbrei

[CL 2059006 by Dmitry Rekman in Main branch]
2014-04-29 21:53:09 -04:00
Peter Sauerbrei
0600bc5b81 #ue4
* fix for IPP causing deploy or package to fail when running from Game Launcher

[CL 2039103 by Peter Sauerbrei in Main branch]
2014-04-23 17:23:52 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00