Commit Graph

128 Commits

Author SHA1 Message Date
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
Ben Marsh
0aa484bda0 Toolchains are now instanced to allow storing project and target specific configuration details. Required for UBT to support multiple targets. Removed IUEToolChain, which wasn't being used directly.
[CL 2707252 by Ben Marsh in Main branch]
2015-09-27 13:05:49 -04:00
Ben Marsh
57097692aa Change deployment context and project params to use file references rather than raw paths.
[CL 2707182 by Ben Marsh in Main branch]
2015-09-26 14:41:15 -04:00
Ben Marsh
385dcb4a3d Instance deployment handlers, rather than having a single shared instance. Required to support multiple build targets in UBT. Creation is through a method on the UEBuildPlatform.
[CL 2706031 by Ben Marsh in Main branch]
2015-09-25 08:37:49 -04:00
Chris Babcock
043b76a9e7 Better way to find aapt (Android) by checking PkgRevision instead of using first subdirectory of build-tools
#jira UE-20928
#ue4
#android
#codereview Josh.Adams

[CL 2685514 by Chris Babcock in Main branch]
2015-09-09 18:07:06 -04:00
Chris Babcock
f994d84df8 Fix deploy to Android ADB connected over WiFi
#jira UE-20864
#ue4
#android

[CL 2683523 by Chris Babcock in Main branch]
2015-09-08 15:14:20 -04:00
Chris Babcock
a939d907d6 Add launch image support for Android (disabled for GearVR)
#ue4
#android

[CL 2673367 by Chris Babcock in Main branch]
2015-08-28 19:34:42 -04:00
Peter Sauerbrei
34146c450d refactored Log to LogLog and LogConsole to Log
#uat

[CL 2662556 by Peter Sauerbrei in Main branch]
2015-08-20 09:37:11 -04:00
Ben Marsh
47c58ec57c Rename the ErrorCodes enum to ExitCode, and ErrorCodes.Error_Success to ExitCode.Success.
[CL 2662478 by Ben Marsh in Main branch]
2015-08-20 08:38:09 -04:00
Peter Sauerbrei
dc1d815f84 refactored the logging system for UAT/UBT to be more like UE4
we now use an enum similar to UE4 with Fatal, Error, Warning, Display, Log, Verbose, and VeryVerbose
Log will only go to the log file unless -verbose is passed on the command line
reduced some of the output from UAT to be Log only

[CL 2631062 by Peter Sauerbrei in Main branch]
2015-07-23 14:51:46 -04:00
Wes Hunt
506f7e64a4 UEB-260 - Break AutomationTool into AutomationUtils that all automation projects depend on, and AutomationTool, which essentially only contains the startup code.
* Remove ErrorReporter.Error, replace with AutomationException with Error Code.
* Move ErrorCodes to AutomationException.
* Don't return exit codes. Solely rely on exceptions to propagate exit codes.
* Remove MainProc delegate
* Remove setting of Environment.ExitCode as it is ignored when main returns an int.
* ShutdownLogging is nothrow, as all exceptions would be ignored anyway.
* Wrap all shutdown steps so further ones get a chance to run.
* Move HostPlatform.Initialize into the global try/catch block
#codereview:ben.marsh

[CL 2605826 by Wes Hunt in Main branch]
2015-06-30 11:40:05 -04:00
Robert Jones
0ca3f7a241 UE-16552 - Application can crash when returning from a paused OBB download
- Changed logic for dealing with the download activity being backed out of
- Updated .bat file writing so that a second bat file which doesn't push the obb (but can remove it) is written

[CL 2581067 by Robert Jones in Main branch]
2015-06-09 06:34:08 -04:00
Robert Jones
9e07b9d8d8 UEPLAT-831 - AndroidManifest.xml update for ES3.1 targets
- Changed MakeAPK loop so that it can deal with multiple manifests
- Removed ability to make a Fat APK from same code as we don't/won't use it

[CL 2566503 by Robert Jones in Main branch]
2015-05-27 09:21:57 -04:00
Robert Jones
2c8b3e10d3 UE-15257 - Android deployment fails on some devices
- Changes deploy script back to old method
- Added code to deal with multiple OBB files for release vs dev and gives the user an option to use one (the other is removed from the device)

[CL 2542717 by Robert Jones in Main branch]
2015-05-08 08:26:58 -04:00
Robert Jones
28257f1325 UE-14741 - OBB Fails to deploy to Android devices with 4.1.1 installed
- Changed OBB install script to deal with this setup

[CL 2532007 by Robert Jones in Main branch]
2015-04-30 11:09:48 -04:00
Robert Jones
2cddee3fb1 UEPLAT-7 - OBB downloading code in Java
- Code additions to download data from Google Play Store if not on device
- Changes deploy to write new meta-data
- Changes to Android deploy to cache ini files once and re-read instead of the constant open/read we had
- Added template/code generation system so we can now generate Java files based on a template for project dependent names etc

[CL 2521147 by Robert Jones in Main branch]
2015-04-22 11:14:29 -04:00
Josh Adams
e718dd6dab - Fixed up tooltips/comments for new ES31+AEP support
[CL 2505788 by Josh Adams in Main branch]
2015-04-08 16:23:03 -04:00
Chris Babcock
482eba0564 Launch on Android now restarts application if APK did not require updating
#ue4
#android
#codereview Josh.Adams

[CL 2500332 by Chris Babcock in Main branch]
2015-04-02 16:30:40 -04:00
Chris Babcock
0eab0d7eb1 Android IterativeDeploy will now always push UE4CommandLine.txt (delta checks occurred before it was written to staging directory)
#ue4
#android
#codereview Josh.Adams

[CL 2495834 by Chris Babcock in Main branch]
2015-03-30 12:43:30 -04:00
Chris Babcock
a7f7b0396b UEPLAT-4 - support iterativedeploy on Android
exclude copying movie uassets or umaps (they will be cooked and copied to staging)
#ue4
#android
#codereview Peter.Sauerbrei

[CL 2494654 by Chris Babcock in Main branch]
2015-03-27 18:37:53 -04:00
Chris Babcock
1ec7274549 Check for Android .so instead of .apk to determine if UE4 project for target configuration was built
#ue4
#android
#codereview Josh.Adams

[CL 2486770 by Chris Babcock in Main branch]
2015-03-20 16:56:37 -04:00
Chris Babcock
6525b7db27 Added support for ARMv8a and fallback for ARMv7a
#ue4
#android
#codereview Josh.Adams

[CL 2479097 by Chris Babcock in Main branch]
2015-03-13 16:21:52 -04:00
Josh Adams
a98d6d5f5c - Changed Android ES31+AEP support from a TargetPlatform to a checkbox that works with any Android TP
- Moved HighQualityLightmap support check to IOSTargetPlatform so it can check project settings for Metal support
- Fixed some issues running on an x86_64 device
- Cleaned up some unused functions in TargetPlatform
#codereview niklas.smedberg

[CL 2478853 by Josh Adams in Main branch]
2015-03-13 14:05:13 -04:00
Robert Jones
0f92dddcd6 UE-3968 - Project deployment can overwrite existing directories on device
- all projects are now deployed to a subdirectory of UE4Game when launching

Related to OBB support changes. (Futher changes to follow)
- File name for OBB is now of format main.1.<details> rather than main.00001.<details> due to Google Play file naming requirements.

[CL 2458323 by Robert Jones in Main branch]
2015-02-24 08:51:34 -05:00
Josh Adams
e889589983 - Fixing OBB In APK with Launch On [UE-9150]
[CL 2432773 by Josh Adams in Main branch]
2015-02-04 20:05:59 -05:00