Commit Graph

56 Commits

Author SHA1 Message Date
Nick Penwarden
828f57e397 Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main)
#lockdown Ben.Marsh

Change 2718980 on 2015/10/07 by Dmitriy.Dyomin
	UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus)

Change 2719155 on 2015/10/07 by Allan.Bentham
	HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction).

Change 2724572 on 2015/10/12 by Jack.Porter
	Fix for landscape disappearing when using  r.forcelod

Change 2726062 on 2015/10/13 by Jack.Porter

	Merged CL2726057 from 4.10
	Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line
	Fixed problem where landscape grass was not invalidated after using the mirror tool

Change 2726133 on 2015/10/13 by Jack.Porter
	Fix for Device Profiles editor missing specific Android device profiles
	Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms"

Change 2736210 on 2015/10/21 by Dmitriy.Dyomin
	Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes)

Change 2736463 on 2015/10/21 by Jack.Porter
	Merge of 4.10 CL 2736461
	Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode

Change 2742855 on 2015/10/27 by Dmitriy.Dyomin
	Fixed: World origin offset handling for UInterpToMovementComponent
	https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html

Change 2745055 on 2015/10/28 by Allan.Bentham
	Update reflection captures (via update captures button) now works when mobile preview is active.

Change 2755668 on 2015/11/05 by Allan.Bentham
	Use distance from shadow view to object instead of view space Z.

Change 2762186 on 2015/11/11 by Jack.Porter
	The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target

Change 2765902 on 2015/11/13 by Gareth.Martin
	Landscape per-component layer whitelisting basic functionality

Change 2769487 on 2015/11/17 by Jack.Porter
	Support reflection viewmode on ES2 Preview

Change 2769576 on 2015/11/17 by Gareth.Martin
	Improved landscape per-component layer whitelisting functionality
	- added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool
	- automatically added components' painted layers to the component whitelists when enabling whitelist restriction

Change 2771223 on 2015/11/18 by Gareth.Martin
	Improved landscape per-component layer whitelisting functionality
	- Removing a layer from the whitelist will now delete its data from the component

Change 2777862 on 2015/11/23 by Gareth.Martin
	Improved landscape per-component layer whitelisting functionality
	 - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect
	Better handling of erasing 100%-painted areas of blended landscape weightmap
	 - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable.
	 - todo: erasing can still cause disconnects on shared edge verts

Change 2780470 on 2015/11/25 by Dmitriy.Dyomin
	Use hardware instancing when device supports it

Change 2780679 on 2015/11/25 by Jack.Porter
	Landscape layer usage viewmode

Change 2781878 on 2015/11/26 by Gareth.Martin
	Better handling of erasing 100%-painted areas of blended landscape weightmap
	 - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account
	Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core

Change 2782214 on 2015/11/27 by Allan.Bentham
	Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures.
	Merging using Ronin-To-UE4-Dev-Mobile

Change 2782536 on 2015/11/30 by Jack.Porter
	When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete

Change 2792617 on 2015/12/07 by Jack.Porter
	Added a Project Setting to edit the r.DiscardUnusedQuality console variable

Change 2792618 on 2015/12/07 by Gareth.Martin
	Baking landscape material world-position-offset into collision

Change 2794270 on 2015/12/08 by Dmitriy.Dyomin
	DynamicMeshBuilder uses 16bit index buffer on ES2 platforms

Change 2794556 on 2015/12/08 by Allan.Bentham
	Fix incorrect mip/roughness selection for HQ reflections.
	Fixed couple of merge issues.

Change 2794568 on 2015/12/08 by Gareth.Martin
	Fix black spot / hole if all layers on a component use height blending and add to <= 0

[CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
Dmitriy Dyomin
6ead9e57d3 Decals and modulated shadows cause rendering artifacts on iPhone 4 UE-18913
#codereview Jack.Porter, Allan.Bentham

[CL 2635041 by Dmitriy Dyomin in Main branch]
2015-07-28 01:50:06 -04:00
Allan Bentham
edfe761f8f RGBA hdr encoding for devices without float16 surfaces (mali).
Enabled limited post processing when RGBA encoding is in use.
#codereview Jack.porter, Brian.Karis

[CL 2621594 by Allan Bentham in Main branch]
2015-07-15 06:39:44 -04:00
Zak Middleton
9efde3c4d1 #ue4-buildwatcher - Fix shadow variable warning.
#codereview Niklas.Smedberg

[CL 2614741 by Zak Middleton in Main branch]
2015-07-09 02:21:05 -04:00
Niklas Smedberg
12aa292416 ES 3.1 GLSL fixes (Rivalry now works on Nexus 9 and Shield Tablet 8)
[CL 2614583 by Niklas Smedberg in Main branch]
2015-07-08 22:20:29 -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
Jack Porter
8618807af5 Minor comment changes to mobile decals
[CL 2600154 by Jack Porter in Main branch]
2015-06-25 02:49:34 -04:00
Dmitriy Dyomin
f3b06e2b85 Add limited decal support on mobile UE-11981
Fixed: Stencil test does not work on mobile UE-16664 (still doesn't work on metal)
#codereview Jack.Porter, Martin.Mittring

[CL 2600130 by Dmitriy Dyomin in Main branch]
2015-06-25 02:07:29 -04:00
Chris Babcock
5945ce521c DisjointTimerQueries off by default, detect IntelHD GPUs, correction for ES 3.1 shaders
#ue4
#android
#codereview niklas.smedberg,rolando.caloca

[CL 2594644 by Chris Babcock in Main branch]
2015-06-19 19:28:40 -04:00
Rolando Caloca
8b34bd48af UE4 - Fix Precision output for ES platforms
#codereview Dmitry.Rekman, Michael.Trepka, Chris.Babcock

[CL 2592355 by Rolando Caloca in Main branch]
2015-06-18 14:24:11 -04:00
Rolando Caloca
18a2547b25 UE4 - Remove opengl precision modifiers from non-es platforms
[CL 2589093 by Rolando Caloca in Main branch]
2015-06-16 14:56:48 -04:00
Marc Audy
1a12e9cffe Add a matching PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS for PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS instead of using basic PRAGMA_POP
[CL 2548029 by Marc Audy in Main branch]
2015-05-12 17:41:47 -04:00
Allan Bentham
d8d8f26904 Workaround for odd compile problems seen on SGX540.
Fixes UE-13933 and potentially UE-3004

#codereview nick.penwarden, chris.babcock, rolando.caloca

[CL 2533669 by Allan Bentham in Main branch]
2015-05-01 10:48:11 -04:00
Marc Audy
6fbd586187 Disable shadow variable warnings around third party includes that throw warnings
[CL 2510513 by Marc Audy in Main branch]
2015-04-13 13:43:25 -04:00
Marc Audy
a523efb225 Fix shadowed variables
[CL 2510461 by Marc Audy in Main branch]
2015-04-13 12:42:09 -04:00
Rolando Caloca
a1f4fdf0be UE4 - Metal - Fix bad uav dereference
Glsl - Better variable names

[CL 2486692 by Rolando Caloca in Main branch]
2015-03-20 16:18:49 -04:00
Rolando Caloca
07b45c09e1 UE - Fix compile issue
[CL 2483686 by Rolando Caloca in Main branch]
2015-03-18 18:27:58 -04:00
Rolando Caloca
d0183d8a70 UE4 - OpenGL - Generate GL_EXT_tessellation_shader properly (UE-11222)
#codereview Dmitry.Rekman

[CL 2483484 by Rolando Caloca in Main branch]
2015-03-18 16:16:25 -04:00
Rolando Caloca
be71ff1af5 UE4 - hlslcc - Reduce memory leaks (missing Linux libs)
#codereview Dmitry.Rekman

[CL 2473774 by Rolando Caloca in Main branch]
2015-03-10 10:40:42 -04:00
Rolando Caloca
ff538da9bf UE4 - Fixes UE-10562
hlslcc - Fix empty if() generation
Converts from
if(!EXPR) {}
to
EXPR
#codereview Mark.Satterthwaite, Chris.Babcock, Dmitry.Rekman, Michael.Trepka

[CL 2457355 by Rolando Caloca in Main branch]
2015-02-23 18:55:44 -05:00
Marc Audy
e5ba044eb0 Fix shadowed variables
[CL 2451810 by Marc Audy in Main branch]
2015-02-19 12:13:52 -05:00
Mark Satterthwaite
83ad7e246f Implemented desktop OpenGL support for GL_ARB_separate_shader_objects without requiring any additional shader platforms to reduce shader compile/link hitches.
- Shaders which emit layout location data use INTERFACE_LOCATION & INTERFACE_BLOCK macros to defer to the runtime whether they can be used as separable or non-separable shaders.
- The runtime supplies the correct #define for each so that the shaders still work on platforms where the glLinkProgram implementation fails with separable shader code.
- Shader model 5 platforms (GLSL 430 or ES 3.10) which were already specifying & using layout location data continue to do so, even when using glLinkProgram.
- The 'OpenGL.UseSeparateShaderObjects' console variable allows switching between SSO/Link modes between executions, but not dynamically at runtime.
- Only defaults to on for Mac as that is the only platform which can guarantee that the extension is always available & so far the most tested platform.
- Updated hlslcc binaries are supplied for Mac, Linux & Windows.
- Added an OpenGL RHI stat for shader first draw time so that it is easy to see why hitches occur during runtime due to in-driver shader compilation.

reviewedby michael.trepka, nick.penwarden, dmitry.rekman, rolando.caloca

[CL 2435530 by Mark Satterthwaite in Main branch]
2015-02-06 11:35:30 -05:00
Mark Satterthwaite
28441d4127 Fix-up the .w component for gl_FragCoord being used as SV_Position - it would appear that they aren't the same (GL claims 1/clip.w, presumably from the usage in our shaders D3D provides clip.w).
#codereview michael.trepka, rolando.caloca, nick.penwarden, gil.gribb

[CL 2387119 by Mark Satterthwaite in Main branch]
2014-12-12 12:30:21 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Rolando Caloca
7311f61f67 UE4 - hlslcc - Move mem barrier/sync functions out of core hlslcc and into GLSL backend
[CL 2356437 by Rolando Caloca in Main branch]
2014-11-11 17:28:52 -05:00