Commit Graph

101 Commits

Author SHA1 Message Date
uriel doyon
d90de75955 Fixed possible division by 0 warnings.
#jira UE-92225
#rb rolando.caloca
#lockdown marcus.wassmer

#ROBOMERGE-SOURCE: CL 12936941 in //UE4/Release-4.25/... via CL 12936944 via CL 12936950
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 12936954 by uriel doyon in Main branch]
2020-04-20 16:18:25 -04:00
Chris Gagnon
76c6bcbfeb UE4 Main merged to Dev-Tools-Staging at CL 11164391
#rb none

[CL 11171981 by Chris Gagnon in Dev-Tools-Staging branch]
2020-01-29 20:39:37 -05:00
Rolando Caloca
bbb9564388 Copying //UE4/Dev-RenderPlat-Staging@11110326 to //UE4/Main
#rb none
#rnx

[CL 11110369 by Rolando Caloca in Main branch]
2020-01-24 18:07:01 -05:00
JeanMichel Dignard
84facd6d15 Copy from dev-enterprise cl 11097196
#rb none
#rnx

[CL 11099277 by JeanMichel Dignard in Dev-Tools-Staging branch]
2020-01-23 16:28:59 -05:00
ryan durand
627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00
Robert Manuszewski
7b6f840f7f Copying //UE4/Dev-Core @ 10708550 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 10708666 by Robert Manuszewski in Main branch]
2019-12-13 11:07:03 -05:00
jeremy moore
fa4514c8f8 Decouple the concepts of VT texture layer and VT page table layer.
This allows us to put texture layers into physical groups that will be accessed through the same page table layer (and so must share the same UV in different physical textures).
Physical spaces can now contain multiple texture layers (one for each member of a physical group).
Changed the logic for the physical space pool descriptions so that we can support multiple texture layers. And also made the description work for Min and Max tile size values so that we don't need to specify pool sizes multiple times for each possible tile size.
Runtime virtual texture can select if it wants to use a single physical group. By default this is on so that RVT uses a single page table channel.
#rb none
[FYI] Ben.Ingram


#ROBOMERGE-OWNER: jeremy.moore
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 8747955 via CL 8748343 via CL 8782324
#ROBOMERGE-BOT: (v422-8689730)

[CL 8790675 by jeremy moore in Main branch]
2019-09-17 20:33:19 -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
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
uriel doyon
0bec8ba89b Added "r.UITextureLODBias" in the scalability settings to add an extra bias to UI textures with mips.
Added 2 new texture filter modes :  TF_FirstMipNearest and TF_FirstMipBilinear. Those always sample the first (highest) mip.
When running with cooked content, TF_FirstMipNearest and TF_FirstMipBilinear will drop the all mips but the first (freeing mip tail memory).
In uncooked game, the visuals will be valid but memory of the mip trail is still allocated.
In the editor, the mip tail can still be visualized.

Fixed the texture editor streaming method description to actually reflect the state of the texture.

#rb nick.darnell


#ROBOMERGE-SOURCE: CL 4985873 via CL 4987451

[CL 4990180 by uriel doyon in Main branch]
2019-02-13 18:32:08 -05:00
Marcus Wassmer
6995e20184 Merging //UE4/Dev-Main@4848702 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
#lockdown rolando.caloca

[CL 4854488 by Marcus Wassmer in Dev-Rendering branch]
2019-01-30 20:34:55 -05:00
Chris Gagnon
1dd3e0189f Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4730305 by Chris Gagnon in Dev-Editor branch]
2019-01-15 18:47:22 -05:00
Marcus Wassmer
fee98d3ca5 Merging //UE4/Dev-Main@4729937 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none

[CL 4730169 by Marcus Wassmer in Dev-Rendering branch]
2019-01-15 18:30:06 -05:00
Chris Gagnon
bd368fae31 Engine and Editor subsystems
- Dynamic subsystems for fixed module startup wrt subsystem initialization
- Python Gettter exposed for both eg: import_subsystem = unreal.get_editor_subsystem(unreal.ImportSubsystem)
- Import Subsystem with python exposed import events

#rb Matt.Kuhlenschmidt, Rex.Hill
#codereview Matt.Kuhlenschmidt, Rex.Hill

[CL 4725117 by Chris Gagnon in Dev-Editor branch]
2019-01-15 13:41:40 -05:00
Marcus Wassmer
834e95f3d3 Merging //UE4/Dev-Main@4680011 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none

[CL 4680455 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:28:34 -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
Chris Gagnon
8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00
Matt Kuhlenschmidt
f4b5f6c454 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4650481 by Matt Kuhlenschmidt in Dev-Editor branch]
2018-12-11 17:08:36 -05:00
Matt Kuhlenschmidt
46e3285149 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4543237 by Matt Kuhlenschmidt in Dev-Editor branch]
2018-11-06 10:00:36 -05:00
Guillaume Abadie
c72b7a33d8 Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.

Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.

Names of the graph managed resources are not final.

#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer

[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00
Rolando Caloca
8ad65c7684 Merging //UE4/Dev-Main@4485268 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
#rnx

[CL 4485449 by Rolando Caloca in Dev-Rendering branch]
2018-10-18 10:07:51 -04:00
Krzysztof Narkowicz
03d7be28ba TC_HDR_Compressed editor texture visualization fixes by Stephen Hill.
#rb none
#fyi Uriel.Doyon

[CL 4476048 by Krzysztof Narkowicz in Dev-Rendering branch]
2018-10-16 16:20:13 -04:00
jamie dale
925a5c9aa8 Fixing localization warnings
#jira
#rb none

#ROBOMERGE-SOURCE: CL 4421191 in //UE4/Release-4.21/...
#ROBOMERGE-BOT: RELEASE (Release-4.21 -> Release-Staging-4.21)

[CL 4421299 by jamie dale in Staging-4.21 branch]
2018-10-03 11:50:30 -04:00
Christina TempelaarL
2d92523dc0 Removed redundant calls to InvalidateDisplay() which is already called by Invalidate().
#rb matt.kuhlenschmidt

[CL 4378365 by Christina TempelaarL in Dev-Editor branch]
2018-09-19 14:38:04 -04:00
matt kuhlenschmidt
6a1f7c91df Fixed various reset to default issues
- Fixed reset to default not working for enum properties anywere.
- Fixed texure details not refreshing when certian properties are refreshed

#jira UE-60770
#rb none

#ROBOMERGE-SOURCE: CL 4147961 in //UE4/Release-4.20/...
#ROBOMERGE-BOT: RELEASE (Release-4.20 -> Release-Staging-4.20)
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt

[CL 4150447 by matt kuhlenschmidt in Staging-4.20 branch]
2018-06-20 14:27:13 -04:00