Commit Graph

41 Commits

Author SHA1 Message Date
Gil Gribb
80f6fa5fa7 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden
#rb none

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

Change 3219796 on 2016/12/02 by Rolando.Caloca

	DR - vk - Increase timeout to 60ms

Change 3219884 on 2016/12/02 by Daniel.Wright

	Assert to help track down rare crash locking capsule indirect shadow vertex buffer

Change 3219885 on 2016/12/02 by Daniel.Wright

	Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable'

Change 3219886 on 2016/12/02 by Daniel.Wright

	Don't create projected shadows when r.ShadowQuality is 0
	* Fixes crash in the forward path trying to render shadows
	* In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped

Change 3219887 on 2016/12/02 by Daniel.Wright

	Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing

Change 3219893 on 2016/12/02 by Daniel.Wright

	AMD AGS library with approved TPS
	Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below)

Change 3219913 on 2016/12/02 by Daniel.Wright

	Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded

Change 3220029 on 2016/12/02 by Daniel.Wright

	Async shader compiling now recreates scene proxies which are affected by the material which was compiled.  This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation).
	* A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials
	* Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials
	* FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet

Change 3220108 on 2016/12/02 by Daniel.Wright

	Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present

Change 3220504 on 2016/12/03 by Mark.Satterthwaite

	Metal Desktop Tessellation support from Unicorn.
	- Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4).
	- Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant.
	- Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation.
	- Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding.
	- Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default.
	- Epic: Various fixes to Layered Rendering for Metal.
	- Omits Mobile Tessellation support which needs further revision.

Change 3220881 on 2016/12/04 by Mark.Satterthwaite

	Compiles fixes for iOS & static analysis fixes from Windows.

Change 3221180 on 2016/12/05 by Guillaume.Abadie

	Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time.

Change 3221217 on 2016/12/05 by Chris.Bunner

	More NVAPI warning fixups.

Change 3221219 on 2016/12/05 by Chris.Bunner

	When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent.
	#jira UE-37792

Change 3221220 on 2016/12/05 by Chris.Bunner

	Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames.
	#jira UE-35132

Change 3221221 on 2016/12/05 by Chris.Bunner

	PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser)
	#jira UE-35760

Change 3221223 on 2016/12/05 by Chris.Bunner

	Default to include dev-code when compiling material preview stats.
	#jira UE-20321

Change 3221534 on 2016/12/05 by Rolando.Caloca

	DR - Added FDynamicRHI::GetName()

Change 3221833 on 2016/12/05 by Chris.Bunner

	Set correct output extent on PostProcessUpscale (allows users to extend chain correctly).
	#jira UE-36989

Change 3221852 on 2016/12/05 by Chris.Bunner

	32-bit/ch EXR screenshot and frame dump output.
	Fixed row increment bug in 128-bit/px surface format readback.
	#jira UE-37962

Change 3222059 on 2016/12/05 by Rolando.Caloca

	DR - vk - Fix memory type not found

Change 3222104 on 2016/12/05 by Rolando.Caloca

	DR - Lambdaize
	- Added quicker method to check if system textures are initialized

Change 3222290 on 2016/12/05 by Mark.Satterthwaite

	Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist.

Change 3222864 on 2016/12/06 by Rolando.Caloca

	DR - Fix mem leak when exiting

Change 3222873 on 2016/12/06 by Rolando.Caloca

	DR - vk - Minor info to help track down leaks

Change 3222875 on 2016/12/06 by Rolando.Caloca

	DR - Fix mem leak with VisualizeTexture
	#jira UE-39360

Change 3223226 on 2016/12/06 by Chris.Bunner

	Static analysis warning workaround.

Change 3223235 on 2016/12/06 by Ben.Woodhouse

	Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D

Change 3223343 on 2016/12/06 by Chris.Bunner

	Moved HLOD persistent data to viewstate to fix per-view compatability.
	#jira UE-37539

Change 3223349 on 2016/12/06 by Chris.Bunner

	Fixed HLOD with FreezeRendering command.
	#jira UE-29839

Change 3223371 on 2016/12/06 by Michael.Trepka

	Removed obsolete check() in FMetalSurface constructor

Change 3223450 on 2016/12/06 by Chris.Bunner

	Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward.

Change 3223638 on 2016/12/06 by Michael.Trepka

	Restored part of the check() in FMetalSurface constructor removed in CL 3223371

Change 3223642 on 2016/12/06 by Mark.Satterthwaite

	Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet).
	- Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs).
	- Enable with -metaledr command-line argument as it is off-by-default.
	- Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding.

Change 3223830 on 2016/12/06 by Rolando.Caloca

	DR - vk - Better error when finding an invalid Vulkan driver
	#jira UE-37495

Change 3223869 on 2016/12/06 by Rolando.Caloca

	DR - vk - Reuse fences

Change 3223906 on 2016/12/06 by Guillaume.Abadie

	Fix alpha through TempAA artifact causing a small darker edge layouts.

Change 3224199 on 2016/12/06 by Mark.Satterthwaite

	Fix a dumb copy-paste error from the HDR changes to Metal.

Change 3224220 on 2016/12/06 by Mark.Satterthwaite

	Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects.
	- Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering.

Change 3224236 on 2016/12/06 by Mark.Satterthwaite

	IWYU CIS compile fix for iOS.

Change 3224366 on 2016/12/06 by Mark.Satterthwaite

	Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears.
	- If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted.
	- This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo.

Change 3224416 on 2016/12/06 by Uriel.Doyon

	New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds.
	Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives).

	Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData.

	Fix for material texture streaming data not being available on some cooked builds.

	Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible).
	This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting.
	Forced residency are now loaded in two steps (visible, then forced), improving reactiveness.

	Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them,
	and also "LastRenderTimeMips" which related to timed primitives.
	Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency.

	"Texture Streaming Build" now updates the map check after execution.

	Removed Orphaned texture logic as this has  become irrelevant with the latest retention priority logic.

	Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements.

Change 3224532 on 2016/12/07 by Uriel.Doyon

	Integrated CL 3223965 :

	Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
	Added more options to allow the user to cancel this build also.

Change 3224714 on 2016/12/07 by Ben.Woodhouse

	Cherry pick CL 3223972 from //fortnite/main:

	Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms)

Change 3224715 on 2016/12/07 by Ben.Woodhouse

	New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version

Change 3224975 on 2016/12/07 by Rolando.Caloca

	DR - vk - Dump improvements

Change 3225012 on 2016/12/07 by Rolando.Caloca

	DR - Show warning if trying to use num samples != (1,2,4,8,16)

Change 3225126 on 2016/12/07 by Chris.Bunner

	Added 'force 128-bit rendering pipeline' to high-res screenshot tool.
	#jira UE-39345

Change 3225449 on 2016/12/07 by Chris.Bunner

	Updated engine rendering defaults to better match current best practices.
	#jira UE-38081

Change 3225485 on 2016/12/07 by Chris.Bunner

	Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases.
	#jira UE-19394

Change 3225486 on 2016/12/07 by Chris.Bunner

	Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled.

Change 3225505 on 2016/12/07 by Daniel.Wright

	Fixed exponential height fog disappearing with no skybox

Change 3225655 on 2016/12/07 by Benjamin.Hyder

	Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting.

Change 3225668 on 2016/12/07 by Chris.Bunner

	Dirty owning packages when user manually forces regeneration of all reflection captures.
	#jira UE-38759

Change 3226139 on 2016/12/07 by Rolando.Caloca

	DR - Fix recompute tangents disabling skin cache
	- Make some macros into lambdas
	#jira UE-39143

Change 3226212 on 2016/12/07 by Daniel.Wright

	Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false

Change 3226213 on 2016/12/07 by Daniel.Wright

	Scene Capture 2D can specify a global clip plane, which is useful for portals
	* Requires the global clip plane project setting to be enabled

Change 3226214 on 2016/12/07 by Daniel.Wright

	Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass
	* If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used
	* Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing
	* Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost
	* Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall

Change 3226258 on 2016/12/07 by Rolando.Caloca

	DR - Typo fix

Change 3226259 on 2016/12/07 by Rolando.Caloca

	DR - compile fix
	#jira UE-39143

Change 3226932 on 2016/12/08 by Chris.Bunner

	Re-saved Infiltrator maps to update reflection captures.
	#jira UE-38759

Change 3227063 on 2016/12/08 by Mark.Satterthwaite

	For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia.
	#jira UE-37436

Change 3227120 on 2016/12/08 by Gil.Gribb

	Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3227211 on 2016/12/08 by Arne.Schober

	DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant.

Change 3227257 on 2016/12/08 by Marc.Olano

	Extension to PseudoVolumeTexture for more flexible layout
	Change by ryan.brucks

Change 3227286 on 2016/12/08 by Rolando.Caloca

	DR - Fix crash when using custom expressions and using reserved keywords
	#jira UE-39311

Change 3227376 on 2016/12/08 by Mark.Satterthwaite

	Must not include a private header inside the MenuStack public header as that causes compile errors in plugins.

Change 3227415 on 2016/12/08 by Mark.Satterthwaite

	Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering.

Change 3227516 on 2016/12/08 by Daniel.Wright

	Implemented UWidgetComponent::GetUsedMaterials

Change 3227521 on 2016/12/08 by Guillaume.Abadie

	Fixes post process volume's indirect lighting color.

	#jira UE-38888

Change 3227567 on 2016/12/08 by Marc.Olano

	New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask

Change 3227628 on 2016/12/08 by Daniel.Wright

	Removed redundant ResolveSceneDepthTexture from the merge

Change 3227635 on 2016/12/08 by Daniel.Wright

	Forward renderer supports shadowing from movable lights and light functions
	* Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed
	* Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned

Change 3227660 on 2016/12/08 by Rolando.Caloca

	DR - vk - Fix r.MobileMSAA on Vulkan
	- r.MobileMSAA is now read-only (to be fixed on 4.16)
	- Show time for PSO creation hitches
	#jira UE-39184

Change 3227704 on 2016/12/08 by Mark.Satterthwaite

	Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms.

Change 3227705 on 2016/12/08 by Daniel.Wright

	Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426)

Change 3227787 on 2016/12/08 by Chris.Bunner

	Added extent clear to motion blur pass to catch misized buffers bringing in errors.
	Added early out to clear call when excluded region matches RT region.
	#jira UE-39437

Change 3228177 on 2016/12/08 by Marc.Olano

	Fix DCC sqrt(int) error

Change 3228285 on 2016/12/08 by Chris.Bunner

	Back out changelist 3225449.
	#jira UE-39528

Change 3228680 on 2016/12/09 by Gil.Gribb

	Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3228940 on 2016/12/09 by Mark.Satterthwaite

	Editor fixes for 4.15:
	- PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again.
	- Don't start render-passes without a valid render-target-array in MetalRHI.

Change 3228950 on 2016/12/09 by Mark.Satterthwaite

	Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11.
	- Fixed the Skeleton editor tree trying to access a widget before it has been constructed.
	- Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation.
	#jira UE-39256

Change 3229013 on 2016/12/09 by Mark.Satterthwaite

	Further tidy up in SSkeletonTreeView as suggested by Nick.A.

Change 3229101 on 2016/12/09 by Chris.Bunner

	Log compile error fix and updated cvar comments.

Change 3229236 on 2016/12/09 by Ben.Woodhouse

	XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles

Change 3229430 on 2016/12/09 by Ben.Woodhouse

	PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov)

	Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster)

Change 3229580 on 2016/12/09 by Marcus.Wassmer

	DepthBoundsTest for AMD.

Change 3229701 on 2016/12/09 by Michael.Trepka

	Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2

Change 3229706 on 2016/12/09 by Chris.Bunner

	Added GameUserSettings controls for HDR display output.
	Removed Metal commandline as this should replace the need for it.

Change 3229774 on 2016/12/09 by Michael.Trepka

	Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit.

Change 3229819 on 2016/12/09 by Chris.Bunner

	Updated engine rendering defaults to better match current best practices.
	#jira UE-38081

Change 3229948 on 2016/12/09 by Rolando.Caloca

	DR - Fix d3d debug error
	#jira UE-39589

Change 3230341 on 2016/12/11 by Mark.Satterthwaite

	Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled.
	#jira UE-39613

Change 3230860 on 2016/12/12 by Marcus.Wassmer

	Experimental Nvidia AFR support.

Change 3230930 on 2016/12/12 by Mark.Satterthwaite

	Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function.

Change 3231252 on 2016/12/12 by Marcus.Wassmer

	Fix NumGPU detection. (SLI only crash)

Change 3231486 on 2016/12/12 by Mark.Satterthwaite

	Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers.

Change 3231661 on 2016/12/12 by Mark.Satterthwaite

	Retain the RHI samplers in MetalRHI to guarantee lifetime.

[CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

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

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

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

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

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

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

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

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Marcus Wassmer
f52bdcc738 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none

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

Change 3170391 on 2016/10/21 by Ben.Woodhouse

	Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.

	#jira UE-37437
	#fyi rolando.caloca, marcus.wassmer

Change 3170659 on 2016/10/21 by Rolando.Caloca

	DR - vk - Prep work for state key changes

Change 3170676 on 2016/10/21 by Rolando.Caloca

	DR - vk - Reworked blend state keys
	- Added depth/stencil to pipeline key

Change 3170848 on 2016/10/21 by Daniel.Wright

	Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.

Change 3170849 on 2016/10/21 by Daniel.Wright

	Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear

Change 3170995 on 2016/10/21 by Rolando.Caloca

	DR - vk - Show object on vulkan validation msgs

Change 3171085 on 2016/10/21 by Rolando.Caloca

	DR - vk - Fix pipelines being used with incompatible renderpasses

Change 3171159 on 2016/10/21 by Rolando.Caloca

	DR - vk - Fix layout when reading textures on CPU

Change 3171167 on 2016/10/21 by Rolando.Caloca

	DR - vk - compile fix

Change 3172462 on 2016/10/24 by Daniel.Wright

	Added a warning about shader compile times to the material tooltip

Change 3172463 on 2016/10/24 by Daniel.Wright

	Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh

Change 3172716 on 2016/10/24 by Brian.Karis

	Fix for crash UE-37369 when reimporting over a generated LOD.

Change 3172967 on 2016/10/24 by Rolando.Caloca

	DR - vk - Fix writing buffers while GPU was using them

Change 3174187 on 2016/10/25 by Olaf.Piesche

	UE-37020

Change 3174718 on 2016/10/26 by Rolando.Caloca

	DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k

Change 3175960 on 2016/10/26 by Rolando.Caloca

	DR - Added support for hlslcc header to have custom parsing

Change 3176611 on 2016/10/27 by David.Hill

	DrawWireCone  confusion:

	In response to a UDN, I'm updating confusing parameter names and comments for
	DrawWireCone() and DrawWireSphereCappedCone()

Change 3177111 on 2016/10/27 by Rolando.Caloca

	DR - vk - Fix timestamps for frame

Change 3177192 on 2016/10/27 by Arne.Schober

	DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState

Change 3177278 on 2016/10/27 by Olaf.Piesche

	UE-37484

Change 3177297 on 2016/10/27 by Rolando.Caloca

	DR - vk - Enable GRHISupportsBaseVertexIndex

Change 3177607 on 2016/10/27 by Rolando.Caloca

	DR - vk - SM4 UB prep

Change 3178052 on 2016/10/28 by Arne.Schober

	DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.

Change 3178156 on 2016/10/28 by Rolando.Caloca

	DR - vk - Added query timer
	- Fixed inline issues

Change 3178158 on 2016/10/28 by Rolando.Caloca

	DR - vk - Fixes for out of stencil bits

Change 3178462 on 2016/10/28 by Rolando.Caloca

	DR - vk - Fixes for Elemental

Change 3179131 on 2016/10/28 by Rolando.Caloca

	DR - vk - Fix for r.Vulkan.UseRealUBs

Change 3179139 on 2016/10/28 by Rolando.Caloca

	DR - vk - Move UB ring buffer to context

Change 3179145 on 2016/10/28 by Rolando.Caloca

	DR - vk - Fix buffer barriers

Change 3179888 on 2016/10/31 by Rolando.Caloca

	DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD

Change 3179923 on 2016/10/31 by Rolando.Caloca

	DR - vk - Wait for swapchain counter

Change 3180430 on 2016/10/31 by Rolando.Caloca

	DR - vk - Properly wait for occlusion queries/cmd buffer
	- Actual log error if trying to use occlusion queries out of order

Change 3180746 on 2016/10/31 by Rolando.Caloca

	DR - vk - Undo some waiting as it was on the wrong thread

Change 3182115 on 2016/11/01 by Rolando.Caloca

	DR - hlslcc Linux path fix

Change 3182118 on 2016/11/01 by Daniel.Wright

	Fixed global distance field seam artifacts from landscapes with no subsections

Change 3182368 on 2016/11/01 by Daniel.Wright

	Dynamic Indirect Shadows for static meshes using distance fields
	* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
	* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
	* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
	* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
	* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
	* DFAO from landscape is now done through the global distance field entirely.  Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.

Change 3182408 on 2016/11/01 by Rolando.Caloca

	DR - vk - Reworked occlusion queries, fixes flickering on AMD

Change 3182585 on 2016/11/01 by Daniel.Wright

	PS4 compile fix

Change 3183151 on 2016/11/02 by Rolando.Caloca

	DR - vk - Fix issue when processing super quick cmd buffers

Change 3183160 on 2016/11/02 by Rolando.Caloca

	Dr - vk - Call reset queries outside render pass

Change 3183182 on 2016/11/02 by Rolando.Caloca

	DR - Switch clear

Change 3183194 on 2016/11/02 by Rolando.Caloca

	DR - Try to catch crash ahead of time

Change 3183268 on 2016/11/02 by Rolando.Caloca

	DR - vk - Rename RenderPassState to TransitionState

Change 3183440 on 2016/11/02 by Daniel.Wright

	Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'

Change 3183793 on 2016/11/02 by Daniel.Wright

	Added ShadowResolutionScale to lightcomponent

Change 3183796 on 2016/11/02 by Daniel.Wright

	Improved bSimulatePhysics comment, with info on why it might be greyed out

Change 3183797 on 2016/11/02 by Daniel.Wright

	Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps.  Improves shadowmap utilization.

Change 3183915 on 2016/11/02 by Rolando.Caloca

	DR - vk - Remove redundant renderpasses

Change 3183991 on 2016/11/02 by Daniel.Wright

	Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only

Change 3184001 on 2016/11/02 by Daniel.Wright

	Better draw event for IndirectCapsuleShadows in stereo

Change 3184096 on 2016/11/02 by Chris.Bunner

	HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
	Removed some outdated tonemamping cvars and modes.

Change 3184399 on 2016/11/02 by Daniel.Wright

	Static analysis workaround

Change 3184455 on 2016/11/02 by Mark.Satterthwaite

	Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
	#jira UE-38164

Change 3184953 on 2016/11/03 by Chris.Bunner

	Fixing CIS warnings.

[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
Gil Gribb
cbeb7d3bfe Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3109293)
#lockdown Nick.Penwarden
#rb none

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

Change 3091951 on 2016/08/17 by Chris.Bunner

	(Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass.

Change 3093162 on 2016/08/18 by Ben.Woodhouse

	Fix minor memory leak (missing delete of RT Heartbeat thread)

Change 3093470 on 2016/08/18 by Ben.Woodhouse

	Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it.  Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer.
	Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread)

Change 3093698 on 2016/08/18 by Daniel.Wright

	Translucent lighting volume draw event cleanup

Change 3093700 on 2016/08/18 by Daniel.Wright

	Clamp on box reflection capture transition distance visualizer

Change 3093755 on 2016/08/18 by Ryan.Vance

	Merging stereo planar reflections from Odin.

Change 3094060 on 2016/08/18 by Daniel.Wright

	Fully featured base pass reflection captures with blending and parallax correction
	* Used in the forward renderer when materials opt-in to 'High Quality Reflections'
	* Used in the deferred renderer for translucent 'Surface ForwardShading' materials
	* Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer
	* Fixed grid culling in stereo / splitscreen
	* The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX.  PS4 cost is about the same.
	* Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity
	* SetupHZB is now skipped when SSAO / SSR / HZB are all disabled

Change 3094160 on 2016/08/18 by Daniel.Wright

	CIS fixes

Change 3094899 on 2016/08/19 by Ben.Woodhouse

	Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes.
	https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html

	#jira UE-34937

Change 3095256 on 2016/08/19 by Daniel.Wright

	Disabled ISR warning spamming CIS

Change 3095468 on 2016/08/19 by Daniel.Wright

	Fixed refcounting on hit proxy render targets

Change 3095470 on 2016/08/19 by Daniel.Wright

	Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point

Change 3096274 on 2016/08/22 by Rolando.Caloca

	DR - vk - added missing BC4

Change 3096291 on 2016/08/22 by Rolando.Caloca

	DR - vk - Fix image views for some rendertarget formats
	- Fix ImageViews on sub mips

Change 3096579 on 2016/08/22 by Rolando.Caloca

	DR - vk - Fix rendering for shaders with no descriptors

Change 3096584 on 2016/08/22 by Rolando.Caloca

	DR - vk - Fix 3d texture update

Change 3096813 on 2016/08/22 by Rolando.Caloca

	DR - Fix GL linking errors
	PR #2615

Change 3097062 on 2016/08/22 by Rolando.Caloca

	DR - vk - Added unified mem flag
	- Added Mip index into UAV
	- Switched compute descriptor set index 0

Change 3097065 on 2016/08/22 by Rolando.Caloca

	DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE

Change 3097084 on 2016/08/22 by Daniel.Wright

	Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default)

Change 3097086 on 2016/08/22 by Rolando.Caloca

	DR - vk - Missed file

Change 3097943 on 2016/08/23 by Rolando.Caloca

	DR - hlslcc - Remove duplicated definitions out into a common header

Change 3098166 on 2016/08/23 by Rolando.Caloca

	DR - Custom Renderer callback after getting SceneColor

Change 3098418 on 2016/08/23 by Olaf.Piesche

	Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data.

	#jira UE-34838

Change 3098448 on 2016/08/23 by Rolando.Caloca

	DR - vk - fixes for depth/stencil descriptors
	- Minor debug dump improvement

Change 3098463 on 2016/08/23 by Daniel.Wright

	Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights

Change 3098556 on 2016/08/23 by Daniel.Wright

	Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering.

Change 3098672 on 2016/08/23 by Rolando.Caloca

	DR - vk - Fixed crash when using vertex shaders with no descriptors

Change 3099173 on 2016/08/24 by Ben.Woodhouse

	Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths

	- Re-enable non-checkerboard skin by default

	- Checkerboard issues fixed:
	    - Emissive lighting was being applied twice due to not taking checkerboard pattern into account
	    - Emissive lighting was modulated by basecolor in the recombine
	    - Metallic materials were contributing specular lighting to the diffuse channel

	 - Non-checkerboard fixes:
	    - Fix write mask during SkyLightDiffuse so alpha is updated correctly
	    - Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor)

	 - Optimisation: Fall back to default lit for pixels where the opacity is 0.
	    - For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive)
	    - For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels

	#jira UE-34561

Change 3099673 on 2016/08/24 by Daniel.Wright

	Removed unused reflection shape variables

Change 3099674 on 2016/08/24 by Daniel.Wright

	Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208)
	Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture

Change 3099700 on 2016/08/24 by Daniel.Wright

	Disabled log spam when a Rift is connected but not being used

Change 3099730 on 2016/08/24 by Daniel.Wright

	MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox

Change 3099789 on 2016/08/24 by Brian.Karis

	FloatRGB  is now always supported.

	If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported.

Change 3099987 on 2016/08/24 by Daniel.Wright

	Fixed light grid debug asserts on PS4
	* Always creating the local light buffer, even if it won't be used by the shader
	* Transition ViewState FRWBuffers to writable at the beginning of a new frame

Change 3100120 on 2016/08/24 by Rolando.Caloca

	DR - vk - Use 256MB pages for GPU memory

Change 3100151 on 2016/08/24 by Daniel.Wright

	PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet

Change 3100302 on 2016/08/24 by Rolando.Caloca

	DR - vk - Mem system changes
	- Now allocates a readback heap from GPU->CPU
	- Removed bad total memory on heap/type
	- Added fallback to another mem type if it's OOM

Change 3101110 on 2016/08/25 by Rolando.Caloca

	DR - vk - Remove r.Vulkan.UseGLSL

Change 3101121 on 2016/08/25 by Rolando.Caloca

	DR - vk - Initial support for HiResShot

Change 3101450 on 2016/08/25 by Rolando.Caloca

	DR - vk - Remove imagelayout from textures; renamed a method for clarity

Change 3101462 on 2016/08/25 by Daniel.Wright

	Planar reflections no longer update GPU particles, fixes Scene Depth particle collision

Change 3101525 on 2016/08/25 by Frank.Fella

	Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout.

Change 3101613 on 2016/08/25 by Rolando.Caloca

	DR - vk - Fix static analysis warning

Change 3101686 on 2016/08/25 by Frank.Fella

	Niagara - Move asset type actions into the niagara module.

Change 3101865 on 2016/08/25 by Rolando.Caloca

	DR - vk - Fix compile issue when enabling dump layer

Change 3101946 on 2016/08/25 by Frank.Fella

	Orion - Fix include error caused by niagara include fixup.

Change 3101999 on 2016/08/25 by Frank.Fella

	Fortnite - Fix include error caused by niagara include fixup.

Change 3102035 on 2016/08/25 by Frank.Fella

	Ocean - Fix include error caused by niagara include fixup.

Change 3102047 on 2016/08/25 by Frank.Fella

	UnrealTournament - Fix include error caused by niagara include fixup.

Change 3102627 on 2016/08/26 by Frank.Fella

	Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files.

Change 3102654 on 2016/08/26 by Ben.Woodhouse

	Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators
	#jira UE-33424

Change 3102780 on 2016/08/26 by Ben.Woodhouse

	Make shadow culling take FOV into account, via LODDistanceFactor
	Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized
	#jira UE-33873

Change 3102930 on 2016/08/26 by Rolando.Caloca

	DR - vk - Do not require backbuffer at start, like Metal

Change 3103061 on 2016/08/26 by Rolando.Caloca

	DR - vk - More debug dump to help track down issues

Change 3103143 on 2016/08/26 by Rolando.Caloca

	DR - vk - Added partial image view for each texture for Depth/Stencil
	- Removed some unused members from textures

Change 3104162 on 2016/08/29 by Gil.Gribb

	Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3104491 on 2016/08/29 by Rolando.Caloca

	DR - vk - Fix merge issue

Change 3104500 on 2016/08/29 by Rolando.Caloca

	DR - Rebuilt hlslcc libs after merge

Change 3104978 on 2016/08/29 by John.Billon

	-Moved Particle Cutouts to the Required Module
	-Pre-existing SubUVAnimation data is automatically moved to required on Init.
	-Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default.

Change 3105249 on 2016/08/29 by John.Billon

	Fixing non-editor compile error.

Change 3105326 on 2016/08/29 by Zabir.Hoque

	SIMD Movie Player on XB1

Change 3105813 on 2016/08/30 by John.Billon

	Fixing static analysis warning.

Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt

	Removed duplicated view uniform shader parameters initialization between slate and scene rendering.  Moved all the duped initialization into a single shared method.  The shared method should be where new parameters are initialized if they are required for the view to work properly.

Change 3106350 on 2016/08/30 by Rolando.Caloca

	DR - vk - Added missing texture formats
	- Added texture debug name

Change 3106547 on 2016/08/30 by Rolando.Caloca

	DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth

Change 3106631 on 2016/08/30 by Uriel.Doyon

	Dirty Texture Streaming Build do not dirty maps anymore.
	#jira UE-35241

Change 3106919 on 2016/08/30 by Rolando.Caloca

	DR - Temp workaround to get Vulkan up & running, might require hlslcc fix

Change 3106974 on 2016/08/30 by Uriel.Doyon

	Changed lightmass exports version from GUID to INT in order to shorten filenames.

Change 3106988 on 2016/08/30 by Uriel.Doyon

	New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default).
	#jira UE-35227

Change 3107927 on 2016/08/31 by John.Billon

	-Duplicating OpenGL4 ClearUAV Implementation from 4.13
	-Fixed uav clear format.
	#Jira UE-35345

Change 3108095 on 2016/08/31 by Marc.Olano

	Restore initialization of noise textures, accidentally removed in @3106322

	#jira UE-35369

Change 3108557 on 2016/08/31 by John.Billon

	Fixing HTML5 compile error

[CL 3109297 by Gil Gribb in Main branch]
2016-08-31 21:22:32 -04:00
Ben Marsh
3e80336791 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3092544)
#lockdown Nick.Penwarden
#rb none

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

Change 3079316 on 2016/08/05 by Ben.Marsh

	Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header.

Change 3080579 on 2016/08/08 by Ben.Marsh

	Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h.

Change 3080587 on 2016/08/08 by Ben.Marsh

	StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h.

Change 3080789 on 2016/08/08 by Ben.Marsh

	Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them.

Change 3080815 on 2016/08/08 by Ben.Marsh

	BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information.

Change 3081374 on 2016/08/08 by Ben.Marsh

	UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment.

Change 3083152 on 2016/08/09 by Ben.Marsh

	PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous)

Change 3084039 on 2016/08/10 by Ben.Marsh

	BuildGraph: Add additional markup for parameter attributes. Also improve some documation.

Change 3084240 on 2016/08/10 by Ben.Marsh

	Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times.

Change 3084337 on 2016/08/10 by Ben.Marsh

	UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense.

Change 3085594 on 2016/08/11 by Ben.Marsh

	Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now.

Change 3085999 on 2016/08/11 by Ben.Marsh

	Add some missing #pragma once directives.

Change 3086146 on 2016/08/11 by Ben.Marsh

	Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file.

Change 3086172 on 2016/08/11 by Ben.Marsh

	Fixup some C-style header guards to use #pragma once instead.

Change 3087289 on 2016/08/12 by Ben.Marsh

	Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files)

Change 3087310 on 2016/08/12 by Ben.Marsh

	Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module.

Change 3087341 on 2016/08/12 by Ben.Marsh

	UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included.

Change 3087457 on 2016/08/12 by Ben.Marsh

	Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h).

Change 3088407 on 2016/08/13 by Ben.Marsh

	Replace use of Windows SIZE_T define with the regular C++ size_t.

Change 3088416 on 2016/08/13 by Ben.Marsh

	Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything.

	Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH.

	Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included.

Change 3088544 on 2016/08/14 by Ben.Marsh

	Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it.

Change 3088552 on 2016/08/14 by Ben.Marsh

	Fix compile errors for some modules that don't already include CoreUObject.h.

Change 3088925 on 2016/08/15 by Ben.Marsh

	Remove circular include dependencies from VulkanRHI.

Change 3088926 on 2016/08/15 by Ben.Marsh

	Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead.

Change 3088930 on 2016/08/15 by Ben.Marsh

	Remove circular include dependency from PhysX.

Change 3088935 on 2016/08/15 by Ben.Marsh

	OnlineSubsystemUtils: Move CPP files out of public header directory.

Change 3088965 on 2016/08/15 by Ben.Marsh

	Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules.

Change 3088966 on 2016/08/15 by Ben.Marsh

	Engine: Move CPP files out of public header directories.

Change 3089520 on 2016/08/15 by Ben.Marsh

	BuildGraph: Change documentation command to output markdown.

Change 3090299 on 2016/08/16 by Ben.Marsh

	D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation.

Change 3090303 on 2016/08/16 by Ben.Marsh

	Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue.

Change 3091861 on 2016/08/17 by Ben.Marsh

	Remove circular header dependencies, and fix ambiguous include paths in OSVR.

Change 3092068 on 2016/08/17 by Ben.Marsh

	Moving VulkanDynamicRHI into its own header.

Change 3093133 on 2016/08/18 by Ben.Marsh

	EC: Include additional context lines for Clang errors.

Change 3093147 on 2016/08/18 by Ben.Marsh

	UBT: Add an error message when attempting to do a single-file compile with the wrong target selected.

Change 3093228 on 2016/08/18 by Ben.Marsh

	Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config.

[CL 3093264 by Ben Marsh in Main branch]
2016-08-18 10:28:43 -04:00
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
Gil Gribb
28af311319 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421)
#lockdown nick.penwarden

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

Change 2998081 on 2016/06/02 by Rolando.Caloca

	DR - Update vulkan headers to 1.0.13.0

Change 2998087 on 2016/06/02 by Rolando.Caloca

	DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode

Change 2998092 on 2016/06/02 by Rolando.Caloca

	DR - Updated ThirdParty/glslang to 1.0.13.0

Change 2998113 on 2016/06/02 by Martin.Mittring

	Added -Deterministic and -BuildName=... as command line option for Screenshot verification

Change 2998115 on 2016/06/02 by Martin.Mittring

	optimied Tonemapper sharpen 25->17 instructions
	fixes: very bright HDR pixel appeared to not be antialiased
	no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen)
	moved one multipy into C++
	Added debug visualization (HLSL define)

Change 2998132 on 2016/06/02 by Rolando.Caloca

	DR - Remove auto from VulkanRHI wherever possible

Change 2998148 on 2016/06/02 by Rolando.Caloca

	DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes

Change 2998180 on 2016/06/02 by Rolando.Caloca

	DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0
	- Check we are not asking for a VkFormat out of bounds (ie only works with core formats)

Change 2998293 on 2016/06/02 by Rolando.Caloca

	DR - Add support for BC6H & BC7 in desktop Vulkan

Change 2998419 on 2016/06/02 by Brian.Karis

	Optimized CountBits

Change 2998480 on 2016/06/02 by Rolando.Caloca

	DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list)

Change 2998486 on 2016/06/02 by Martin.Mittring

	fixed ES2 shader compile

Change 2998527 on 2016/06/02 by Daniel.Wright

	Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled.  This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled).

Change 2998531 on 2016/06/02 by Daniel.Wright

	Fixed Pixel Normal Offset refraction mode with materials using world space normals

Change 2998568 on 2016/06/02 by Rolando.Caloca

	DR - Fix typo

Change 2998630 on 2016/06/02 by Rolando.Caloca

	DR - Relaxed glslang strictness to get Pos tCombineLUTs working
	- Reenabled Post CombineLUTs on Vulkan
	- Removed some extra glsl output from Vulkan backend
	- Fixed RHI thread uniform buffer assert

Change 2998639 on 2016/06/02 by Brian.Karis

	Fix for crash when removing instances while lighting is building

Change 2998640 on 2016/06/02 by Martin.Mittring

	added r.ResetViewState to allow for more deterministic rendering
	made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker)

Change 2998790 on 2016/06/02 by Martin.Mittring

	minor optimization to SSR

Change 2999849 on 2016/06/03 by Martin.Mittring

	fixed issue with sort order

Change 3000340 on 2016/06/03 by Rolando.Caloca

	DR - Integrate change from 3000177
	Workaround for random crash shutting down D3D11/NV driver
	jira UE-18906

Change 3000422 on 2016/06/03 by Rolando.Caloca

	DR - Mirror change in Odin

Change 3000571 on 2016/06/03 by Rolando.Caloca

	DR - Vulkan SM4 prep

Change 3001652 on 2016/06/06 by Gil.Gribb

	Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3001935 on 2016/06/06 by Gil.Gribb

	UE4 - Fixed botched merge

Change 3002390 on 2016/06/06 by Gil.Gribb

	UE4 - Added code to prevent flooding of rendering thread with heartbeats.

Change 3002442 on 2016/06/06 by Martin.Mittring

	Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough

Change 3002460 on 2016/06/06 by Martin.Mittring

	fixed missing file in ImageValidator
	added .exe to extras

Change 3002514 on 2016/06/06 by Martin.Mittring

	added OpenSubDiv 3.0.2, not yet used

Change 3002536 on 2016/06/06 by Martin.Mittring

	fixed help text on cvar

Change 3002647 on 2016/06/06 by Martin.Mittring

	adding r.ResetViewState to RenderOutputValidation
	added r.Streaming.FramesForFullUpdate to r.DisplayInternals
	#code_review:Benjamin.Hyder

Change 3002945 on 2016/06/06 by Rolando.Caloca

	DR - Fix hlslcc issue with access to matrix elements:
	This would fail:
	M._m30 += f;
	- Fixed IRDump for matrix swizzled
	- Fix hlslcc_exe not linking

Change 3002979 on 2016/06/06 by John.Billon

	DDS unsupported format error
	#Jira UE-24529

Change 3002983 on 2016/06/06 by Martin.Mittring

	split FPixelShaderInOut in in and out

Change 3003011 on 2016/06/06 by Martin.Mittring

	updated OpenSubDiv to 3.0.2
	Fixed SubDivisonRendring by using OpenSubDiv

Change 3003264 on 2016/06/06 by Daniel.Wright

	Fixed bUseSingleSampleShadowFromStationaryLights on particles

Change 3003296 on 2016/06/06 by Daniel.Wright

	Renamed files Forward* to Mobile*

Change 3003350 on 2016/06/06 by Daniel.Wright

	Improved "Repaired Painted Vertex Colors" log message.  This is now done once on levels at load in the editor, instead of for every component (massive log spam).  Total load time caused by the fixup is reported.

Change 3003815 on 2016/06/07 by Chris.Bunner

	Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing.
	Removed compiler override cvar.
	#jira UE-28574

Change 3003827 on 2016/06/07 by Gil.Gribb

	UE4 - Increased stack sizes for thread pools.

Change 3003971 on 2016/06/07 by Martin.Mittring

	fixed compiler warnings

Change 3004028 on 2016/06/07 by Rolando.Caloca

	DR - Update glslang exe

Change 3004555 on 2016/06/07 by Rolando.Caloca

	DR - vk - Fix validation warning

Change 3004637 on 2016/06/07 by Martin.Mittring

	fixed compiler warning

Change 3004841 on 2016/06/07 by Daniel.Wright

	Fix for shadowed variable

Change 3005044 on 2016/06/07 by Daniel.Wright

	SubUV Animations can get opacity information from any channel of the source texture

Change 3005057 on 2016/06/07 by Daniel.Wright

	Renamed ForwardShading* to Mobile*

Change 3005135 on 2016/06/07 by Uriel.Doyon

	Moving wanted mip computation (according to budget) to async task.
	Update "stat streaming" to show visible mips and also loading progression.
	Fixed overly wanted mip issue cause be max range clamping.
	Optimized cost of the texture streamer on the gamethread.
	Character, Terrain and Forced Load are now loaded with priority in the AsyncIO
	Reduced streaming temp memory requirements on PS4.
	Async streaming task now runs in parallel to the incremental update.
	Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming.
	Fixed metrics with HiddenScale being applied in addition to overbudget limitation.
	Improved budget stability when using split load request (one for visible mips + one for hidden mips)
	Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5)
	Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function.
	Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData).
	Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects.

Change 3005207 on 2016/06/07 by Uriel.Doyon

	Fixed warning

[CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
Gil Gribb
f2a51068c0 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063)
#lockdown nick.penwarden

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

Change 2981877 on 2016/05/18 by Rolando.Caloca

	DR - Fix some PVS warnings
	- Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize
	#jira UE-30996

Change 2981966 on 2016/05/18 by Rolando.Caloca

	DR - Fix OpenGL crash quitting editor
	#jira UE-25549

Change 2982072 on 2016/05/18 by Uriel.Doyon

	Fixed a "Build Texture Streaming" crash related to custom outputs.
	Fixed issue with debug view mode and translucent primitives
	Fix bug with visibility that made some texture low res.
	Enabled per instance visibility in the texture streaming order (in game only).
	Improved InvestigateTexture Logs.
	Tweaked the mip computations from screen size.

Change 2982077 on 2016/05/18 by Uriel.Doyon

	Removed debug options!

Change 2982108 on 2016/05/18 by Olaf.Piesche

	#jira UE-30772
	moving AMD hacks to console variables

Change 2982422 on 2016/05/18 by Gil.Gribb

	UE4 - Potential crash fix on foliage occlusion queries and reflection captures.

Change 2982547 on 2016/05/18 by Martin.Mittring

	UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project

Change 2982548 on 2016/05/18 by Martin.Mittring

	Refactored MRT and outer Pixel Shader output to a struct
	to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell)
	Needed for upcoming MeshDecals

Change 2982601 on 2016/05/18 by Daniel.Wright

	Movable skylight now matches stationary for subsurface shading models
	* Two sided was broken in 4.11, Subsurface had never been handled

Change 2982603 on 2016/05/18 by Daniel.Wright

	DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time
	* FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions

Change 2982618 on 2016/05/18 by Daniel.Wright

	Better categories for some Rendering project settings

Change 2982619 on 2016/05/18 by Daniel.Wright

	Scene capture 2d improvements
	* Orthographic projection supported
	* Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later
	* Various GBuffer attributes are now available to be captured, including depth
	* Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters

Change 2982664 on 2016/05/18 by Daniel.Wright

	Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3)

Change 2982684 on 2016/05/18 by Martin.Mittring

	polish ImageValidator

Change 2982685 on 2016/05/18 by Martin.Mittring

	show testimage on sm4 as well

Change 2982736 on 2016/05/18 by Uriel.Doyon

	Improved overbudget retention logic.
	Updated ListStreamingTextures stats.

Change 2982854 on 2016/05/18 by Martin.Mittring

	ImageValidator can now save/load IVxml file

Change 2982863 on 2016/05/18 by Daniel.Wright

	Fixed shader compile error

Change 2982864 on 2016/05/18 by Daniel.Wright

	Removed deprecation message

Change 2982927 on 2016/05/18 by Martin.Mittring

	ImageValidator is now sorting by time

Change 2983743 on 2016/05/19 by Chris.Bunner

	Saturated tri-planar UV function outputs to prevent negative blending
	#jira UE-30964

Change 2983747 on 2016/05/19 by Martin.Wilson

	Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected).

Change 2984008 on 2016/05/19 by Brian.Karis

	New contact shadows feature.

	Hair uses ray cast for nonshadow lights

Change 2984009 on 2016/05/19 by Brian.Karis

	changed to ShadowedBits

Change 2984054 on 2016/05/19 by Brian.Karis

	Deleted old motion blur

Change 2984420 on 2016/05/19 by Daniel.Wright

	Shorter display name for WorldPosition material node

Change 2984423 on 2016/05/19 by Daniel.Wright

	Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations.  The View uniform buffer still contains incorrect buffer sizes for this pass.

Change 2984432 on 2016/05/19 by Rolando.Caloca

	DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path)

Change 2985415 on 2016/05/20 by Daniel.Wright

	Added a Texture2D exporter for .hdr
	Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format

Change 2985439 on 2016/05/20 by Daniel.Wright

	Scene color alpha clear value validation

Change 2987173 on 2016/05/23 by Martin.Mittring

	ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be.

Change 2987248 on 2016/05/23 by Martin.Mittring

	ImageValidator: added Summary, removed timer hack

Change 2987369 on 2016/05/23 by Martin.Mittring

	ImageValidator polish

Change 2987390 on 2016/05/23 by Brian.Karis

	Improvement to temporal aa sharpness and speed.

Change 2988038 on 2016/05/24 by Gil.Gribb

	Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2988304 on 2016/05/24 by Martin.Mittring

	added const to prevent coding errors

Change 2988332 on 2016/05/24 by Brian.Karis

	Fixed motion blur crash on SM4

Change 2988446 on 2016/05/24 by Martin.Mittring

	nicer UI

Change 2988990 on 2016/05/24 by Martin.Mittring

	fixed UE-31227 Building lighting produces bad results
	#jira:UE-31227

Change 2989729 on 2016/05/25 by Uriel.Doyon

	Fixed lightmaps and shadowmaps having low resolutions after building the lighting.
	#jira UE-31254

Change 2989752 on 2016/05/25 by Olaf.Piesche

	CVar to disable/freeze GPU particle simulation

Change 2989811 on 2016/05/25 by Daniel.Wright

	Making use of MATERIALBLENDING_ANY_TRANSLUCENT

Change 2989812 on 2016/05/25 by Daniel.Wright

	Hide DFGI show flags from UI

Change 2989901 on 2016/05/25 by Daniel.Wright

	Height fog now works properly in planar reflections
	* The ray used for computing fog is first clipped by the reflection plane

Change 2989904 on 2016/05/25 by Daniel.Wright

	Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range

Change 2989991 on 2016/05/25 by Daniel.Wright

	Improved usability for DBuffer Decals
	* 'Show Decals' works correctly, previously would fetch from uninitialized textures
	* DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used
	* Improved the PrePass draw event to indicate whether it's full or partial
	* Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible
	* r.EarlyZPass can now be changed at runtime, which is useful for profiling

Change 2990008 on 2016/05/25 by Daniel.Wright

	Fixed capsule shadows on skeletal meshes with scaling

Change 2990274 on 2016/05/25 by Daniel.Wright

	Fixed DFAO (from cl 2961310)

Change 2990304 on 2016/05/25 by Martin.Mittring

	OR-22233 GPU Sprites invisible unless solo'd
	#jira:OR-22233

Change 2990309 on 2016/05/25 by Martin.Mittring

	Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction,
	(Early work in progress)

Change 2990363 on 2016/05/25 by Daniel.Wright

	Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s

Change 2990392 on 2016/05/25 by Daniel.Wright

	Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO
	0: Apply non-directional AO to specular.
	1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO.  This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts.
	2: (experimental) Cone trace through distance fields along the reflection vector.  Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion.

Change 2990454 on 2016/05/25 by Martin.Mittring

	polish readme

Change 2990610 on 2016/05/25 by Martin.Mittring

	fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code
	#code_review:Shane.Caudle

Change 2990754 on 2016/05/25 by Zabir.Hoque

	Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration.

	#CodeReview: Martin.Mittring

Change 2990801 on 2016/05/25 by Zabir.Hoque

	Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set.

	#CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring

Change 2991169 on 2016/05/26 by Martin.Mittring

	fixed compiler warning
	WARNING: Non-editor build cannot depend on non-redistributable modules. Details:
	#lockdown: gil.gribb

Change 2991238 on 2016/05/26 by Martin.Mittring

	fixed build
	fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory  (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs)
	#lockdown:Gil.Gribb

Change 2991726 on 2016/05/26 by Daniel.Wright

	Subsurface materials are now handled with simple forward shading
	#jira OR-22237
	#lockdown gil.gribb

Change 2991727 on 2016/05/26 by Daniel.Wright

	Emissive decals are now supported with simple forward shading
	#jira OR-22282
	#lockdown Gil.Gribb

Change 2994849 on 2016/05/31 by Daniel.Wright

	Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes
	#lockdown Gil.Gribb

Change 2997243 on 2016/06/01 by Gil.Gribb

	Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering)
	#lockdown nick.penwarden

[CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
Matthew Griffin
27ea06992a Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747)
#lockdown Nick.Penwarden

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

Change 2898120 on 2016/03/07 by Chris.Babcock

	Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates
	#jira UE-28013
	#ue4
	#android

Change 2898539 on 2016/03/08 by Matthew.Griffin

	Merging //UE4/Dev-Build to //UE4/Release-4.11

	Change 2887414 on 2016/03/01 by Ben.Marsh

		Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.

Change 2898788 on 2016/03/08 by Keith.Judge

	Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf.

	#jira UEPLAT-325

Change 2898836 on 2016/03/08 by Taizyd.Korambayil

	#jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer

Change 2898897 on 2016/03/08 by Sean.Gribbin

	#Jira UE-26550

	Adding name to credits of Match 3

Change 2898938 on 2016/03/08 by Taizyd.Korambayil

	#jira UE-26284 Fixed Up Some Materials and BP errors

Change 2898967 on 2016/03/08 by Benjamin.Hyder

	Updating Qa_Materials map
	#jira UE-24473

Change 2899032 on 2016/03/08 by Zachary.Wilson

	Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary.
	#jira UE-24473

Change 2899244 on 2016/03/08 by Peter.Sauerbrei

	addition of launch images for iPad Pro
	#jira UE-24793

Change 2899335 on 2016/03/08 by Richard.Hinckley

	#jira UE-27356
	Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed.

Change 2899402 on 2016/03/08 by Michael.Schoell

	Macro instance nodes now have a hard dependency to any object class or structs their pins reference.

	Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class.

	#jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart

Change 2899424 on 2016/03/08 by Dmitry.Rekman

	Fix CrossCompilerTool on Linux (UE-28056).

	#jira UE-28056

Change 2899445 on 2016/03/08 by Dmitry.Rekman

	Fix CrossCompilerTool invocation in debug scripts.

	#jira UE-28056

Change 2899488 on 2016/03/08 by Ryan.Vance

	#jira UE-28000
	We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code.

Change 2899546 on 2016/03/08 by Zachary.Wilson

	Updating QA-PostProcessing to match the 4.12 Main version of the map.
	#jira UE-24473

Change 2899553 on 2016/03/08 by Michael.Schoell

	Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete.

	#jira UE-27509 - Save on compile set to always causes a crash on compile
	#jira UE-27856 - "Always" Save on Compile does not save the Blueprint

Change 2899558 on 2016/03/08 by Benjamin.Hyder

	building Lighting for QA-Materials
	#jira UE-24473

Change 2899597 on 2016/03/08 by Chris.Babcock

	Change reporting level of audio buffer decompression type logging
	#jira UE-28058
	#ue4
	#android

Change 2899704 on 2016/03/08 by Benjamin.Hyder

	Updating Qa-Materials map
	#Jira UE-24473

Change 2899736 on 2016/03/08 by Benjamin.Hyder

	Updating TM-LPV map
	#Jira UE-24473

Change 2899810 on 2016/03/08 by Lauren.Ridge

	#jira UE-27995 UE-27987

	Final UM3 UI Tweaks, + bug fix

Change 2899876 on 2016/03/08 by Peter.Sauerbrei

[CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
Matthew Griffin
984342ca17 Merging //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) post CL#2804086 to CL#2817167
CL#2805395 resolved as target to avoid copying 2015 changes
#lockdown Nick.Penwarden

[CL 2819197 by Matthew Griffin in Main branch]
2016-01-07 11:21:22 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Nick Whiting
31e4175868 Copying Dev-VR to Dev-Main
#lockdown nick.penwarden

[CL 2791734 by Nick Whiting in Main branch]
2015-12-05 02:42:09 -05:00
Marc Audy
e5bb9b4d0d Integrate all non-branch Engine/Source changes from //depot/UE4-Orion to //depot/UE4
#lockdown Ben.Marsh
#platformnotify Josh.Adams

[CL 2718236 by Marc Audy in Main branch]
2015-10-06 15:59:09 -04:00
Rolando Caloca
2c7609d41d UE4 - CCT - Fix some cmd lines (atomic, packed globals into ub)
#codereview Mark.Satterthwaite, Michael.Trepka

[CL 2708321 by Rolando Caloca in Main branch]
2015-09-28 16:09:22 -04:00
Dmitry Rekman
db93d26078 Linux: some fixes/improvements for shader debugging.
[CL 2642399 by Dmitry Rekman in Main branch]
2015-08-03 16:07:57 -04:00
Rolando Caloca
0b5c4df5dc UE4 - hlslcc - Fixes for command lines; always pack uniforms; fix uninitialized variables
#codereview Dmitry.Rekman

[CL 2639009 by Rolando Caloca in Main branch]
2015-07-30 13:31:13 -04:00
Rolando Caloca
263675b2f8 UE4 - hlslcc - Fix tessellation on OpenGL4
#codereview Mark.Satterthwaite

[CL 2616966 by Rolando Caloca in Main branch]
2015-07-10 14:14:44 -04:00
Rolando Caloca
a9e78f20ce UE4 - Metal shader compiler fixes
[CL 2609542 by Rolando Caloca in Main branch]
2015-07-02 15:19:30 -04:00
Rolando Caloca
5524040911 UE4 - Fix Metal
[CL 2609490 by Rolando Caloca in Main branch]
2015-07-02 14:43:11 -04:00
Rolando Caloca
daef6ebed2 UE4 - hlslcc - Common header reader
[CL 2609224 by Rolando Caloca in Main branch]
2015-07-02 11:52:03 -04:00
Rolando Caloca
339df04a5b UE4 - Fix aggresive search & replace for uniform buffer prefixes
#codereview Guillaume.Abadie

[CL 2569340 by Rolando Caloca in Main branch]
2015-05-28 16:46:01 -04:00
Dan Oconnor
ef0a21289e PVS-Studio detected that if (BufferIndex != FRHIResourceTableEntry::GetEndOfStreamToken()) will always return true because BufferIndex is 16bit and GetEndOfStreamToken returns a 32bit constant that is out of range of a 16bit integer.
#codereview Rolando.Caloca

[CL 2507336 by Dan Oconnor in Main branch]
2015-04-09 17:01:04 -04:00
Marc Audy
5a9d2471d9 Fix shadowed variables
[CL 2456886 by Marc Audy in Main branch]
2015-02-23 16:18:13 -05:00
Dmitry Rekman
f04facc52b Added location for Linux CCT and got rid of preprocessor usage.
#codereview Mark.Satterthwaite, Rolando.Caloca

[CL 2455685 by Dmitry Rekman in Main branch]
2015-02-22 19:58:52 -05:00