#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3358140 on 2017/03/22 by Rolando.Caloca
DR - Fix copy to cube face
- Compile fix when using dump layer
- Add new error enum
Change 3358301 on 2017/03/22 by Mitchell.Wilson
Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section.
Change 3358477 on 2017/03/22 by Mitchell.Wilson
Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning.
Change 3358529 on 2017/03/22 by Mark.Satterthwaite
Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code.
Change 3358745 on 2017/03/22 by Mark.Satterthwaite
Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected.
Change 3358837 on 2017/03/22 by Joe.Graf
Merge of pull request #3214 for the RenderDocPlugin
#CodeReview: matt.kuhlenschmidt, marcus.wassmer
#rb: marcus.wassmer
Change 3359112 on 2017/03/22 by Ben.Salem
Update perf monitor to include frame time by default. Also, use only game/PIE world timers when in editor, instead of all worlds combined.
#tests Ran several Showdown test runs with plugin!
Change 3359363 on 2017/03/22 by Joe.Graf
First pass at non-unity & no pch compilation
Change 3359449 on 2017/03/22 by Joe.Graf
Added missing null check when exporting a EXR on Linux (UE-40268)
#CodeReview: dmitry.rekman
#rb: n/a
Change 3360349 on 2017/03/23 by Guillaume.Abadie
Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts.
#jira UE-42920
Change 3360405 on 2017/03/23 by Marcus.Wassmer
Better method for detecting Kepler
Change 3360718 on 2017/03/23 by Daniel.Wright
Planar reflections handle views smaller than the render target in a general way
* Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined)
* Planar reflections are now supported in splitscreen
Change 3360758 on 2017/03/23 by Daniel.Wright
[Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead
Change 3360762 on 2017/03/23 by Daniel.Wright
[Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool
Change 3360768 on 2017/03/23 by Daniel.Wright
[Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram
Change 3360770 on 2017/03/23 by Daniel.Wright
[Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox
Change 3360771 on 2017/03/23 by Daniel.Wright
[Copy] Particle lights no longer force tiled deferred lighting. Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen. Saves 1.5ms Xbox with one particle light.
Change 3360774 on 2017/03/23 by Daniel.Wright
[Copy] Distance field cvar comments
Change 3360782 on 2017/03/23 by Daniel.Wright
[Copy] Disabled selection color on Volume materials
Change 3360795 on 2017/03/23 by Daniel.Wright
[Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption. Albedo is [0-1] reflectance, while Extinction is a world space density.
Change 3360799 on 2017/03/23 by Daniel.Wright
[Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y
Change 3360806 on 2017/03/23 by Daniel.Wright
[Copy] Fixed volumetric fog being offset when viewport min is not 0
Change 3360809 on 2017/03/23 by Daniel.Wright
[Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot. Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale.
Change 3361651 on 2017/03/23 by Brian.Karis
Higher quality sharp SSR at quality 4
Change 3361678 on 2017/03/23 by Brian.Karis
Fresnel darkens diffuse for clearcoat.
Change 3361683 on 2017/03/23 by Brian.Karis
Fixed SSR artifact
Change 3361691 on 2017/03/23 by Brian.Karis
Chagned min roughness limit
Change 3361707 on 2017/03/23 by Brian.Karis
Added inverse film tone map
Change 3361726 on 2017/03/23 by Brian.Karis
Better precision inverse
Change 3361758 on 2017/03/23 by Brian.Karis
Material flag normal curvature to roughness is no longer forward only.
Change 3361765 on 2017/03/23 by Brian.Karis
Update ACES
Change 3361774 on 2017/03/23 by Brian.Karis
Cleaned up alpha support and disabled screen edge clipping.
Change 3362478 on 2017/03/24 by Guillaume.Abadie
Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output.
#author Brian.Karis
#jira UE-42920
Change 3362738 on 2017/03/24 by Rolando.Caloca
DR - Hide scene capture on IF
Change 3362890 on 2017/03/24 by Guillaume.Abadie
Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha
Change 3363665 on 2017/03/24 by Mark.Satterthwaite
PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous)
Change 3363866 on 2017/03/24 by Arne.Schober
DR - Updated NVAPI
#RB Marcus.Wassmer
Change 3364300 on 2017/03/24 by Brian.Karis
SSR use dynamic velocity
Change 3364372 on 2017/03/24 by Brian.Karis
Fix changing off axis projection velocities.
Change 3364373 on 2017/03/24 by Brian.Karis
Enabled velocity drawing in scene captures
Change 3365531 on 2017/03/27 by Guillaume.Abadie
Computes the material's screen position material expression directly from the pixel shader SvPosition
Change 3365764 on 2017/03/27 by Chris.Bunner
Lowering severity of crash for missing values in scalability.ini.
#jira UE-41331
Change 3365916 on 2017/03/27 by Guillaume.Abadie
Exposes the viewport offset within the view property material expression
Change 3365979 on 2017/03/27 by Brian.Karis
Fixed skylight intensity from double applying
Change 3365987 on 2017/03/27 by Brian.Karis
Stopped post process indirect lighting intensity from scaling skylight reflections
Change 3365991 on 2017/03/27 by Brian.Karis
Fix for static analysis
Change 3366028 on 2017/03/27 by Daniel.Wright
Volumetric fog supports static shadowing from Stationary lights
* Using bilinear on static shadowmap depths + 1 PCF to smooth out results
Change 3366029 on 2017/03/27 by Daniel.Wright
Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog
Change 3366055 on 2017/03/27 by Guillaume.Abadie
Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies.
Change 3366447 on 2017/03/27 by Simon.Tourangeau
Fix IES light profile importer.
- Bug in the LM-63-1986 format importer.
Change 3366836 on 2017/03/27 by Brian.Karis
ClearUAV now supports int types
Change 3367435 on 2017/03/28 by Benjamin.Hyder
Submitting Decal Automation map for initial approval
Change 3367572 on 2017/03/28 by Chris.Bunner
Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs.
#jira UE-42989
Change 3367756 on 2017/03/28 by Olaf.Piesche
Niagara material usage flags
Change 3367835 on 2017/03/28 by Marcus.Wassmer
Fix crash when TileRenderer runs before anything else. Make explicit behavior when rendering at a time when there is no valid scene.
Change 3367837 on 2017/03/28 by Marcus.Wassmer
Missed a file.
Change 3367838 on 2017/03/28 by Richard.Wallis
Updated items from original shelved version by Mark Satt:
- Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's
**Description below taken from Mark Satt's original verison of this in CL3343280**
Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries.
Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently.
- All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work.
- With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary.
- For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping.
- File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic.
- This bumps the object version and will cause all content to recook.
- Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller).
Change 3367854 on 2017/03/28 by Mark.Satterthwaite
Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be.
Change 3367877 on 2017/03/28 by Brian.Karis
Fixed linux build hopefully
Change 3368001 on 2017/03/28 by Mark.Satterthwaite
Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves.
Change 3368019 on 2017/03/28 by Mark.Satterthwaite
And another fix for Windows compilation of MetalShaderFormat.
Change 3368042 on 2017/03/28 by Mark.Satterthwaite
And a couple of simpler MSVC errors.
Change 3368271 on 2017/03/28 by Mark.Satterthwaite
Make SceneRenderTargets compile again.
Change 3368691 on 2017/03/28 by Daniel.Wright
[Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis
Change 3369689 on 2017/03/29 by Marcus.Wassmer
Fix non editor compile for now
Change 3369862 on 2017/03/29 by Marcus.Wassmer
Get the rest of the things compiling again.
Change 3369896 on 2017/03/29 by Chris.Bunner
Enabling AMD HDR support by default.
#jira UE-42113
Change 3370535 on 2017/03/29 by Marcus.Wassmer
DR - Fix template explicit instantiation for ClearUAV permutations
#RB Brian.Karis, Arne.Schober
Change 3370704 on 2017/03/29 by Rolando.Caloca
DR - Rewrote GPU Skin Cache
- Per section buffers
- Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB)
Copied from 3370529
Change 3371389 on 2017/03/30 by Richard.Wallis
Remove temp working directories after archive packages built.
Change 3371641 on 2017/03/30 by Rolando.Caloca
DR - Copy 3371640 (fix mem leak)
Change 3372436 on 2017/03/30 by Uriel.Doyon
Added flags in UPrimitiveComponent to keep track of its state in the streaming manager.
This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic.
Removed the limitation of only processing UMeshComponent when handling spawed primitive.
This releases the level manager from having to manage dynamic primitives.
This improves performance by not having to manage dynamic references in the level manager.
Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling
many cases automatically where previously a manual callback to notify would have been required.
Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state
because of lack of references in the streamer.
Change 3372740 on 2017/03/30 by Chris.Bunner
[Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute).
StencilSceneTexture added to deferred list.
A few known issues to be fixed in a follow-up CL.
Change 3372765 on 2017/03/30 by Uriel.Doyon
Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update
Change 3372979 on 2017/03/30 by Richard.Hinckley
#jira UE-43501
The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects.
Change 3373053 on 2017/03/30 by Simon.Tourangeau
LPV Fade support
- mostly integrated from CL 2959511
Change 3373272 on 2017/03/30 by Uriel.Doyon
Added support for the concurrent update of dynamic primitives by the streaming manager.
Change 3373450 on 2017/03/30 by Rolando.Caloca
DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory
Copy 3373364
#jira UE-43492
Change 3373470 on 2017/03/30 by Marcus.Wassmer
Nvidia Aftermath support
Change 3374187 on 2017/03/31 by Chris.Bunner
Volume texture support for CombineLUTs/Tonemap compute pass.
Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS.
Skip compute post process out-of-bounds writes.
Unsigned type conversion fixes.
Trimmed compute post process shader inputs.
Change 3374233 on 2017/03/31 by Chris.Bunner
Removed several redundant post process compute fences and resource transitions.
Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch).
Change 3374412 on 2017/03/31 by Rolando.Caloca
DR - Fix static analysis
Change 3374544 on 2017/03/31 by Richard.Wallis
FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library.
Future Work
- This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver.
- Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state
- This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock
Change 3374588 on 2017/03/31 by Richard.Wallis
Windows Compile Fixes
Change 3374810 on 2017/03/31 by Benjamin.Hyder
updating recommended GPU drivers
Change 3375207 on 2017/03/31 by Rolando.Caloca
DR - vk - Fixed swapchain format selection for some Linux platforms
Change 3375248 on 2017/03/31 by Rolando.Caloca
DR - vk - Prefer D32S8
Change 3375495 on 2017/03/31 by Rolando.Caloca
DR - vk - Update to sdk 1.0.42.2
Change 3375496 on 2017/03/31 by Rolando.Caloca
DR - Force compiling with updated Vulkan SDK
Change 3375636 on 2017/03/31 by Mark.Satterthwaite
Copying Metal improvements from task stream, with some modifications:
- Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts.
- Support for Apple's Instruments "Points of Interest" tool.
- Consolidation of some Mac & iOS compiler, memory and thread handling code.
- Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects.
- Improvements to the internal FMetalDebug layer, still off by default.
- Limited support for Xcode automatic code-signing for iOS/tvOS.
- Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals.
- Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing.
- Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types.
- Smattering of lesser fixes.
Change 3375654 on 2017/03/31 by Mark.Satterthwaite
Incremental Windows build fix.
Change 3375656 on 2017/04/01 by Mark.Satterthwaite
Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...).
Change 3375797 on 2017/04/01 by Mark.Satterthwaite
Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds...
Change 3375798 on 2017/04/01 by Mark.Satterthwaite
Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream.
Change 3375835 on 2017/04/01 by Mark.Satterthwaite
Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly.
Change 3376143 on 2017/04/02 by Mark.Satterthwaite
Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system.
Change 3376324 on 2017/04/03 by Chris.Bunner
Fixed cvar re-registration log spam and flagged a testing-only cvar as such.
Change 3376726 on 2017/04/03 by Benjamin.Hyder
Submitting initial HDR test map (WIP)
Change 3376756 on 2017/04/03 by Guillaume.Abadie
Fixes scene captures ordering's backward compatibility.
Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor.
Change 3377378 on 2017/04/03 by Arne.Schober
DR - Fix ShaderRecompiling over and over again
#RB Chris.Bunner
Change 3377512 on 2017/04/03 by Daniel.Wright
[Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events
Change 3377518 on 2017/04/03 by Daniel.Wright
[Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12
Change 3377526 on 2017/04/03 by Daniel.Wright
[Copy] "Ran out of GPU queries!" log only happens once
Change 3377535 on 2017/04/03 by Daniel.Wright
[Copy] Fixed unreferenced local variable
Change 3377539 on 2017/04/03 by Daniel.Wright
[Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages
Change 3377546 on 2017/04/03 by Daniel.Wright
[Copy] Added r.LightMaxDrawDistanceScale for local light scalability
Change 3377553 on 2017/04/03 by Daniel.Wright
[Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path
Change 3377560 on 2017/04/03 by Daniel.Wright
[Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes
Change 3377565 on 2017/04/03 by Daniel.Wright
[Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false)
Change 3377572 on 2017/04/03 by Daniel.Wright
[Copy] Disabled point / spot lights with MaxDrawDistance on LowPC
Change 3377586 on 2017/04/03 by Daniel.Wright
Fixed compile error
Change 3377699 on 2017/04/03 by David.Hill
FFT Code. Moved over from raven and refactored
#review-3374589 @guillaume.abadie
Change 3377910 on 2017/04/03 by David.Hill
GPU FFT: Fix Linux Build
adding a missing template<> to an IMPLEMENT_SHADER_TYPE
Change 3378751 on 2017/04/04 by Marcus.Wassmer
HQ particle lights now spawn attached to the same socket as their parent module.
Change 3378819 on 2017/04/04 by Richard.Wallis
Should be no need to protect shader cache against RHI thread now.
Change 3378823 on 2017/04/04 by Richard.Wallis
FRHIShaderLibrary Opaque Type
- Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library.
- Assumed that only Native libraries will end up in the RHICreate*Shader functions.
- ShaderCache and ShaderCode Libraries now inherit from a common factory interface.
Change 3378883 on 2017/04/04 by Arne.Schober
DR - Fix DCC build
Change 3378885 on 2017/04/04 by Richard.Wallis
Metal resource cast compile fix post merge.
Change 3378946 on 2017/04/04 by Chris.Bunner
SM4 assert fix.
Change 3378953 on 2017/04/04 by Chris.Bunner
Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users.
Allowed material nodes to opt out of mask-based pin coloration.
#tests Compiled most Paragon materials + QAGame test maps.
#jira UE-39885
Change 3379189 on 2017/04/04 by Arne.Schober
DR - Fix aftermath staging
Change 3379229 on 2017/04/04 by Arne.Schober
DR - Fix missing include
Change 3379374 on 2017/04/04 by Mark.Satterthwaite
Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream.
Change 3379505 on 2017/04/04 by Rolando.Caloca
DR - Fix mismatched interpolators
Change 3379539 on 2017/04/04 by Mark.Satterthwaite
No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right...
#jira UE-43626
Change 3379561 on 2017/04/04 by Rolando.Caloca
DR - Fix root signature issues on D3D12 PC
Change 3379590 on 2017/04/04 by Mark.Satterthwaite
Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture.
#jira UE-43626
Change 3379917 on 2017/04/04 by Uriel.Doyon
Fix to input mismatch
Change 3380578 on 2017/04/05 by Chris.Bunner
Shader type fixes.
#jira UE-43652
Change 3380639 on 2017/04/05 by Rolando.Caloca
DR - Expose GetOrCreate PSO and document
Change 3380821 on 2017/04/05 by Guillaume.Abadie
Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures()
#jira UE-43642
Change 3381092 on 2017/04/05 by Guillaume.Abadie
Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting.
This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations.
Change 3381300 on 2017/04/05 by Mark.Satterthwaite
Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface.
#jira UE-43597
Change 3381359 on 2017/04/05 by Guillaume.Abadie
Back out changelist 3381092
Change 3381421 on 2017/04/05 by Mark.Satterthwaite
Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions.
#jira UE-43689
Change 3381422 on 2017/04/05 by Mark.Satterthwaite
Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery.
#jira UE-43691
Change 3381503 on 2017/04/05 by Daniel.Wright
More intuitive controls for Volumetric Fog
* Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction
* InscatteringColorCubemap is now supported by Volumetric Fog
* Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing
* Tweaked GVolumetricFogDepthDistributionScale better for nearby details
* Volume Materials have twice the interpolators available
Change 3381527 on 2017/04/05 by Mark.Satterthwaite
Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements.
Change 3381671 on 2017/04/05 by Mark.Satterthwaite
Better error message for failure to compile shaders remotely from PC for Metal.
Change 3381769 on 2017/04/05 by Rolando.Caloca
DR - Added lock texture array 2d on Vulkan
Change 3382003 on 2017/04/05 by Mark.Satterthwaite
Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended.
Change 3382030 on 2017/04/05 by Zachary.Wilson
Fix compiling Metal text shaders from PC broken in merge from task stream.
#submitter mark.satterthwaite
#jira UE-43652
Change 3382880 on 2017/04/06 by Mark.Satterthwaite
Michael Trepka's CL #3379927:
VolumetricFogVoxelization implementation for Mac
Change 3383315 on 2017/04/06 by Mark.Satterthwaite
Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory.
#jira UE-43739
Change 3384639 on 2017/04/07 by Marcus.Wassmer
Move ShaderResource version bump to RenderingObjectVersion
Change 3384704 on 2017/04/07 by Mark.Satterthwaite
Compile fix for merge.
Change 3384933 on 2017/04/07 by Rolando.Caloca
DR - Fix skin cache crash with BP (copy 3384714)
Change 3385104 on 2017/04/07 by Mark.Satterthwaite
Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity.
#jira UE-43783
Change 3385105 on 2017/04/07 by Mark.Satterthwaite
Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783
#jira UE-43783
Change 3385118 on 2017/04/07 by Arne.Schober
DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled
#RB none
Change 3385149 on 2017/04/07 by Marcus.Wassmer
Fix skincache motion blur
Change 3385189 on 2017/04/07 by Rolando.Caloca
DR - Fix swapchain format for editor on Vulkan
Change 3385287 on 2017/04/07 by Mark.Satterthwaite
Enable SM5 on Intel as of 10.12.4 and later.
Change 3385347 on 2017/04/07 by Rolando.Caloca
DR - Temp fix for GL4 corruption on editor
#jira UE-43785
Change 3385363 on 2017/04/07 by Rolando.Caloca
DR - Actually fix all win platforms for GL bug
#jira UE-43785
Change 3385557 on 2017/04/07 by Arne.Schober
DR - [UE-43205] - Fix mesh paint
#RB none
Change 3385608 on 2017/04/07 by Daniel.Wright
Fixed SampleCmp being used on a non-depth texture, causing a d3d error
Change 3385980 on 2017/04/10 by Rolando.Caloca
DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture
Change 3386042 on 2017/04/10 by Rolando.Caloca
DR - Fix metal merge issue
Change 3386157 on 2017/04/10 by Rolando.Caloca
DR - Remove VS2013 libs generation off hlslcc & glslang (to match main)
Change 3386356 on 2017/04/10 by Chris.Bunner
Resolving merge errors.
Change 3386414 on 2017/04/10 by Chris.Bunner
Resolved merge issue in RendererScene.cpp.
Change 3386700 on 2017/04/10 by Mark.Satterthwaite
Silence documentation warnings.
Change 3387178 on 2017/04/10 by Chris.Bunner
Removed invalid mask correction on MakeMA material nodes.
Change 3388177 on 2017/04/11 by Marcus.Wassmer
Disable ensure that is no longer relevant now that we bind clear colors on texture creation
Change 3388261 on 2017/04/11 by Chris.Bunner
Static analysis fix.
[CL 3388266 by Chris Bunner in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3186067 on 2016/11/03 by Daniel.Wright
Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved
Change 3186069 on 2016/11/03 by Daniel.Wright
Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high
Change 3186084 on 2016/11/03 by Mark.Satterthwaite
Duplicate 3172511:
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3186089 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3169764:
Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
#jira FORT-27627
Change 3186113 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183807:
Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
#jira FORT-31649
Change 3186116 on 2016/11/03 by Mark.Satterthwaite
Duplicate CL #3183823:
Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.
Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
#jira FORT-31649
Change 3186818 on 2016/11/04 by Chris.Bunner
PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii).
Change 3186979 on 2016/11/04 by Rolando.Caloca
DR - Misc minor cleanup
Change 3187169 on 2016/11/04 by Uriel.Doyon
Incremental insertion of level data between PostLoad and AddToWorld
Change 3187205 on 2016/11/04 by Mark.Satterthwaite
Compile fixes for iOS.
Change 3187389 on 2016/11/04 by Uriel.Doyon
Fix for possible stall when loading hidden level
Change 3187598 on 2016/11/04 by Michael.Trepka
MetalViewport compile fix
Change 3187678 on 2016/11/04 by Uriel.Doyon
Fix for landscape grass textures not being streamed in correctly.
Change 3187731 on 2016/11/04 by Rolando.Caloca
DR - Start making type safe some cross compiler enums
Change 3187824 on 2016/11/04 by Rolando.Caloca
DR - clang compile fix
Change 3187953 on 2016/11/04 by Rolando.Caloca
DR - vk - Mac compile fix
Change 3188696 on 2016/11/07 by Mark.Satterthwaite
Another iOS compile fix for new MetalViewport validation code.
Change 3188906 on 2016/11/07 by Rolando.Caloca
DR - Show permutation of LUTBlender
Change 3189094 on 2016/11/07 by Chris.Bunner
Fix RemoveAAJitter from projection matrix.
#jira UE-37701, UE-38003
Change 3189134 on 2016/11/07 by Daniel.Wright
Fix for CreateRenderTarget2D called in construction script during cooking
Change 3189145 on 2016/11/07 by Chris.Bunner
Follow-up to CL 3186818, export UMaterialExpressionVectorNoise.
Change 3189239 on 2016/11/07 by Daniel.Wright
Added show flag for Contact Shadows, disabled in planar reflections
Change 3189252 on 2016/11/07 by Daniel.Wright
Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading
Change 3189406 on 2016/11/07 by Mark.Satterthwaite
Really fix the last of the iOS compile errors from changes to the MetalViewport code.
Change 3190854 on 2016/11/08 by Ben.Woodhouse
XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash)
#jira UE-34264
#fyi james.golding
#fyi keith.judge
Change 3190962 on 2016/11/08 by Olaf.Piesche
Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues
Change 3191959 on 2016/11/09 by Uriel.Doyon
Removed some static primitives from the dynamic primitive handler for texture streaming.
Change 3193122 on 2016/11/10 by Chris.Bunner
Always update non-preview material resources for use in code preview.
#jira UE-38223
Change 3193190 on 2016/11/10 by Gil.Gribb
UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame.
#jira UE-36379
Change 3193523 on 2016/11/10 by Uriel.Doyon
Fixed incorrect section bounds used for texture streaming.
Change 3193962 on 2016/11/10 by Uriel.Doyon
Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time.
Change 3193974 on 2016/11/10 by Uriel.Doyon
New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU.
Change 3194109 on 2016/11/10 by Uriel.Doyon
Another patch on material bounds used for texture streaming.
Change 3194665 on 2016/11/11 by Chris.Bunner
Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.
Change 3194734 on 2016/11/11 by Rolando.Caloca
DR - vk - Simplified some texture casting
Change 3194867 on 2016/11/11 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3195176 on 2016/11/11 by Chris.Bunner
Fixed incorrectly updated NVAPI error.
Change 3195425 on 2016/11/11 by Uriel.Doyon
Fixed possible invalid level reference in the texture streamer
Change 3196512 on 2016/11/14 by Gil.Gribb
Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3196750 on 2016/11/14 by Marcus.Wassmer
Fix ordering problem with GPU cache transitions
Change 3196815 on 2016/11/14 by Daniel.Wright
Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS
Change 3196818 on 2016/11/14 by Daniel.Wright
Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory
Change 3196819 on 2016/11/14 by Daniel.Wright
Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes.
Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers
Change 3197243 on 2016/11/14 by Uriel.Doyon
Async Task For Updating static component LastRender time
#jira UE-24268
Change 3197359 on 2016/11/14 by Daniel.Wright
Added Inscattering Texture controls to ExponentialHeightFog
* When InscatteringColorCubemap is specified, directional light inscattering is disabled
* Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance
* Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match)
* Fog shader permutations based on what feature is enabled
Change 3198419 on 2016/11/15 by Chris.Bunner
PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls.
HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions.
Exposed RHICreateTargetableShaderResource3D.
Moved some (translucent) volume rendering helpers to allow access in Slate.
Change 3198822 on 2016/11/15 by Daniel.Wright
Mac compile fix
Change 3199509 on 2016/11/15 by Uriel.Doyon
Added support for viewmode param asset name (and note just param value).
Used to investigate texture streamer behavior.
Change 3199578 on 2016/11/15 by Rolando.Caloca
DR - Add some shader resource tables to SCW when running with -directcompile
Change 3199698 on 2016/11/15 by Rolando.Caloca
DR - vk - Refactor shader & descriptor bindings
Change 3199712 on 2016/11/15 by Rolando.Caloca
DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader
Change 3199717 on 2016/11/15 by Rolando.Caloca
DR - vk - Show hitching PSO info again
Change 3199750 on 2016/11/15 by Rolando.Caloca
DR - SCW clang compile fixes
Change 3200353 on 2016/11/16 by Rolando.Caloca
DR - vk - Mac fix
Change 3200358 on 2016/11/16 by Chris.Bunner
Only allow UI composition on platforms we currently use it.
Change 3200823 on 2016/11/16 by Chris.Bunner
Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing.
#jira UE-38699
Change 3200947 on 2016/11/16 by Mark.Satterthwaite
Fix UE-38695 by not trying to resize the viewport on the wrong thread.
#jira UE-38695
Change 3201069 on 2016/11/16 by Daniel.Wright
Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors
Change 3201346 on 2016/11/16 by Brian.Karis
Temporal AA fix for correct edge gradients.
Filtering now combined with importance sampling.
Enabled Catmull-Rom resolve filter. Results are now slightly sharper.
Fixed antighosting. Will yet require a dilation to be perfect.
Optimized bicubic filtering to 5 taps instead of 9.
Cleaned out unused code.
Change 3201369 on 2016/11/16 by Brian.Karis
Bicubic texture sample
Change 3201522 on 2016/11/16 by Rolando.Caloca
DR - vk - Fix static analysis issues
Change 3201878 on 2016/11/17 by Chris.Bunner
Temporarily disable Nvapi HDR error logging.
#jira UE-38529
Change 3202108 on 2016/11/17 by Simon.Tovey
Assets with easy repro for flickering particles bug
Change 3202181 on 2016/11/17 by Rolando.Caloca
DR - vk - CIS android fix
Change 3202325 on 2016/11/17 by Ben.Woodhouse
Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850)
Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash)
#jira UE-34264
Change 3204394 on 2016/11/18 by Guillaume.Abadie
PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke)
#br Ben.Woodhouse
Change 3204428 on 2016/11/18 by Guillaume.Abadie
Fixes a couple of issues in decals:
* Crash in FDecalDrawingPolicyFactory::DrawMesh()
* ActorPostion material expression
* PixelNormalWS material expression
* Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE
#jira UE-38327, UE-38158, UE-37818, UE-37350
Change 3204429 on 2016/11/18 by Uriel.Doyon
Darker default undefined accuracy.
Reenabled the texture streaming build in the build all.
Change 3204458 on 2016/11/18 by Chris.Bunner
Shader truncation warnings fix.
Change 3204459 on 2016/11/18 by Chris.Bunner
Engine 'Passthrough' material fuction fix. V4 is now actually a V4.
Change 3204460 on 2016/11/18 by Chris.Bunner
Correctly handle some known Nvapi warnings.
#jira UE-38529
Change 3204653 on 2016/11/18 by Marc.Olano
Helper functions for tiled textures
Checking in for Ryan Brucks
Change 3204863 on 2016/11/18 by Arne.Schober
DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation
Change 3204939 on 2016/11/18 by Arne.Schober
DR - Make clang happy
Change 3204968 on 2016/11/18 by Arne.Schober
DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset.
Change 3206293 on 2016/11/21 by Uriel.Doyon
New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields.
Set to true when the streamer can possibly load a mip in the near future.
#jira UE-37787
Change 3206551 on 2016/11/21 by Chris.Bunner
Added material update context when forcing all shaders to recompile.
#jira UE-38481
Change 3206644 on 2016/11/21 by Benjamin.Hyder
Updating Planar Reflection example in TM-Shadermodels.
Change 3206899 on 2016/11/21 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3206900 on 2016/11/21 by Rolando.Caloca
DR - Added missing strings for shader formats
Change 3206983 on 2016/11/21 by Rolando.Caloca
DR - vk - Support for SV_Coverage
Change 3207237 on 2016/11/22 by Simon.Tovey
Exporting particle module base and a couple of child classes as it's commonly requested.
#test compiles
Change 3207241 on 2016/11/22 by Gil.Gribb
Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3207520 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //Fortnite/Main@3206301
Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
#jira FORT-31616
#code_review keith.judge
Change 3207541 on 2016/11/22 by Ben.Woodhouse
Cherry picked from //fortnite/Main@3207422
* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
#jira UE-38609
Change 3207654 on 2016/11/22 by Chris.Bunner
Don't flag 16-bit PNG/JPG textures as sRGB on import.
#jira UE-30279
Change 3208434 on 2016/11/22 by Rolando.Caloca
DR - vk - UAV transitions
Change 3208490 on 2016/11/22 by Chris.Bunner
Break material code sharing when we detect an unresolvable loop.
By default change IsResultMA loop detection to stop on functions as we can determine type definitively.
Unified IsResultMA detection across switch nodes.
Change 3208860 on 2016/11/23 by Rolando.Caloca
DR - vk - Fix some format issues
Change 3209265 on 2016/11/23 by Arne.Schober
DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface,
We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object.
One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType.
And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState.
Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface.
Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now)
Change 3209305 on 2016/11/23 by Guillaume.Abadie
Fix contact shadow's assemption on objects thickness
Change 3209334 on 2016/11/23 by Brian.Karis
Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense.
Change 3209903 on 2016/11/24 by Guillaume.Abadie
Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL
Change 3209973 on 2016/11/24 by Ben.Woodhouse
Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/)
Change 3210023 on 2016/11/24 by Uriel.Doyon
Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate.
#jira UE-37210
Change 3210026 on 2016/11/24 by Ben.Woodhouse
Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing
Change 3210049 on 2016/11/24 by Ben.Woodhouse
Fix mac build
Change 3210071 on 2016/11/24 by Uriel.Doyon
Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled.
#jira UE-37542
Change 3210374 on 2016/11/25 by Ben.Woodhouse
* Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled)
* Move Decal rendertarget manager function implementations out of the header.
#jira UE-38879
Change 3210390 on 2016/11/25 by Uriel.Doyon
Fixed cubemap resourcesize not taking into account mipgen settings
#jira UE-37045
Change 3210407 on 2016/11/25 by Uriel.Doyon
"resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data.
That can be used in combination with -buildlighting.
Change 3210563 on 2016/11/27 by Rolando.Caloca
DR - vk - Integrate cached memory fixes and PF_D24 format fix
#jira UE-39025
PR #2974
Change 3210564 on 2016/11/27 by Rolando.Caloca
DR - Fix for GL linker
PR #2975
#jira UE-39029
Change 3210592 on 2016/11/27 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3210597 on 2016/11/27 by Rolando.Caloca
DR - vk - Prep for staging UB copies to GPU memory
Change 3210600 on 2016/11/27 by Rolando.Caloca
DR - vk - Extract generic range code
Change 3210613 on 2016/11/27 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOnDispatch
Change 3211054 on 2016/11/28 by Rolando.Caloca
DR - vk - Missing reference
Change 3211330 on 2016/11/28 by Chris.Bunner
Shader compile error for max texture coordinate count on skinned meshes.
Change 3211384 on 2016/11/28 by Arne.Schober
DR - Enforce move on EnqueueRenderCommand Lambda
Change 3211431 on 2016/11/28 by Gil.Gribb
Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3211738 on 2016/11/28 by Gil.Gribb
IWYU fixes after merge
Change 3212231 on 2016/11/28 by Richard.Wallis
Fix build errors
Change 3212253 on 2016/11/28 by Richard.Wallis
Remove MacGraphicsSwitching plugin.
#jira UE-37640
Change 3212310 on 2016/11/28 by Rolando.Caloca
DR - vk - Update glslang to 1.0.33.0
Change 3212446 on 2016/11/28 by Guillaume.Abadie
Implements PreviousFrameSwitch material expression
Change 3212594 on 2016/11/28 by Arne.Schober
DR - Fix missing include
Change 3212681 on 2016/11/29 by Rolando.Caloca
DR - vk - Auto flush for compute shader
Change 3213000 on 2016/11/29 by Gil.Gribb
temp fix for PF_MAX
Change 3213161 on 2016/11/29 by Ben.Woodhouse
Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714
Using:
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/...
- p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/...
Changes from UE4-DX12:
*** CL 3183818 ***
Update D3D12 RHI to 4.14:
- Merged changes from Epic up until 10/20/16
- Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win.
I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time.
I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory.
-Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared.
-Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones.
-Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch.
-Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this.
-Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call.
I improved and cleaned up high freqency call stacks like:
- RHISetShaderTexture
- RHISetShaderResourceViewParameter
- RHISetShaderParameter
- RHISetUAVParameter
In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc.
-Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early.
This work involved a couple changes:
1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count
2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed).
-Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call.
-Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12.
-Delay load D3D12.dll and add root signature 1.1 support.
-Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members.
*** CL 3183824 ***
Fix the D3D12 RHI after integrating UE 4.14 updates:
- Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list.
- Fixed a spelling error
- Removed the need for bForceState, we use dirty bits now
*** CL 3183830 ***
- GetDebugFlags RHI extension, needed by XB1 movie player.
- Only query memory info if stats are enabled
- Add support for the engine's new RHISubmitCommandsAndFlushGPU function
- Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter.
*** CL 3183837 ***
Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects.
*** CL 3183931 ***
Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0)
*** CL 3183978 ***
Update UBT Windows build settings:
- Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.
-Delay load D3D12.dll and add root signature 1.1 support.
*** CL 3184132 ***
Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837.
*** Changelist 3211714 ***
Update D3D12 RHI with fixes:
- Check if we can reserve slots in GatherUniqueSamplerTables
- DirtyState more often in StateCache
- Remove InternalSetSamplerState. The alternate function isn't used.
- Allow MRTClear for arrays with holes in them
- Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range
- Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily.
- Resource transitions: go through Common between queues (3D <--> Compute)
- Fix initial state for placed resources.
- Merging epic
Change 3213250 on 2016/11/29 by Chris.Bunner
GBufferHints tooltip fix.
#jira UE-39103
Change 3213345 on 2016/11/29 by Gil.Gribb
more IWYU fallout
Change 3213676 on 2016/11/29 by Rolando.Caloca
DR - Fix incorrect texture getting cleared
Change 3213728 on 2016/11/29 by Rolando.Caloca
DR - Lambda-ize
Change 3214461 on 2016/11/29 by Ben.Woodhouse
Rollout August QFE4 XDK (required for latest DX12 changes on XB1)
Change 3215317 on 2016/11/30 by Daniel.Wright
PS4 compile fix
Change 3216343 on 2016/11/30 by Arne.Schober
DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals.
Change 3216844 on 2016/12/01 by Ben.Woodhouse
Fix for static analysis warnings after discussion with Microsoft
Change 3216916 on 2016/12/01 by Gil.Gribb
Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3217385 on 2016/12/01 by Arne.Schober
DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass
Change 3217464 on 2016/12/01 by Ben.Woodhouse
Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor
#jira UE-39225
Change 3217534 on 2016/12/01 by Arne.Schober
DR - Fix Merge conflict
Change 3217581 on 2016/12/01 by Rolando.Caloca
DR - Fix assert on debug
Change 3217741 on 2016/12/01 by Benjamin.Hyder
Duplicate audio fix.
Change 3217890 on 2016/12/01 by Rolando.Caloca
DR - Fix widget not rendering properly when hidden
#jira UE-39221
Change 3218129 on 2016/12/01 by Arne.Schober
DR - UE-39214 - Lod dither value as accidently cached accross the static draw list.
Change 3218759 on 2016/12/02 by Guillaume.Abadie
Fixes editor compositing bug caused by alpha through post processing change 3209903
#jira UE-39221
[CL 3219854 by Marcus Wassmer in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3109545 on 2016/09/01 by Zabir.Hoque
Merging DX12 RHIs stage 1.
#Tests Ran InfiltratorDemo, ElementalDemo, ShooterGame
Change 3109580 on 2016/09/01 by Zabir.Hoque
Merging DX12 RHI. Stage 2: Moving XB and Windows APIs to a common location. This will cause a build break, but will allow us to preserve history.
Change 3109632 on 2016/09/01 by Zabir.Hoque
Merge DX12 RHI. Stage 3. Ported all changes and merged RHI into common and Win and XB1 specialized folder. Current with MS partners branch and Release 4.13.
Change 3109690 on 2016/09/01 by Zabir.Hoque
Fixing build break after large merge from partners branch and syncing to latest Dev-Rendering.
Change 3109716 on 2016/09/01 by Zabir.Hoque
Fix build warnings after merge.
Change 3109733 on 2016/09/01 by Zabir.Hoque
More build fixes for things pointing from XboxOneD3D12RHI to D3D12RHI
Change 3109773 on 2016/09/01 by Zabir.Hoque
Fixing code analysis warnings.
Change 3109870 on 2016/09/01 by Rolando.Caloca
DR - Simple clear mode
Change 3110066 on 2016/09/01 by Zabir.Hoque
Remove C++11 feature so VS2013 can compile for Fortnite.
Change 3110335 on 2016/09/01 by Brian.Karis
Fixed double lighting of clear coat, cloth, and eyes
#review-3108222 @Ben.Woodhouse
Change 3110411 on 2016/09/01 by Rolando.Caloca
DR - vk - Fix bogus assert
- Fix pipeline barrier with levelCount=0
Change 3110573 on 2016/09/01 by Zabir.Hoque
Exclude D3D12 merged RHI from Mac Builds.
Change 3110681 on 2016/09/01 by Rolando.Caloca
DR - vk - Swapchain fix for drivers returning infinite swapchain images
Change 3110936 on 2016/09/01 by Rolando.Caloca
DR - vk - Fix crash when dumping unused heaps
- Show file/line if enabled
Change 3111034 on 2016/09/01 by Rolando.Caloca
DR - vk - Fix exclude rect clear
Change 3111139 on 2016/09/01 by Rolando.Caloca
DR - Automatically enable capturing mode if running under RenderDoc
Change 3111170 on 2016/09/01 by Rolando.Caloca
DR - vk - Store max info per descriptor set pool
Change 3111234 on 2016/09/01 by Zabir.Hoque
XB1 compiler warnings.
Change 3111763 on 2016/09/02 by Rolando.Caloca
DR - Fix typo in shader
PR #2759
#jira UE-35496
Change 3111846 on 2016/09/02 by Rolando.Caloca
DR - vk - Update to SDK 1.0.24.0 (including glslang)
Change 3111916 on 2016/09/02 by Ben.Woodhouse
Fix for timestamp query results being broken in the XB1 DX11 RHI (caused by a merge issue with dev-platform)
Also clarify some variable naming
Change 3112048 on 2016/09/02 by Rolando.Caloca
DR - vk - Compile fix for build machines
Change 3112315 on 2016/09/02 by Rolando.Caloca
DR - vk - Added peak usage to mem dump
Change 3112791 on 2016/09/02 by Daniel.Wright
FD3D12PipelineStateCache debug fix
Change 3113483 on 2016/09/05 by Ben.Woodhouse
Fix potential issue with timestamp and occlusion queries overlapping with new query packing optimisation. We may want to put these into separate buffers to avoid reduce the padding with timestamp queries (timestamp queries currently use 4x the memory they actually need due to additional padding)
Change 3113488 on 2016/09/05 by Ben.Woodhouse
GPu profiler : fix for render thread performance issues, enable GPU profiler by default
Avoids RHIThread stalls in query creation by reusing queries via a pool. A FRenderQueryPool class already existed for doing this, so this was moved into the engine to make it accessible from both the engine and renderer modules
Tested on XB1,PS4,PC dx11
Change 3114286 on 2016/09/06 by Chris.Bunner
Copying CL 3114173 from 4.13 - Better enforce render resource limits on widget draw size.Jira UE-26375.
Change 3114883 on 2016/09/06 by Rolando.Caloca
DR - vk - Delete resources on the RHI thread
- Set blend factor to 1
- Added num mips & num layers to RT views
- Added missing destructors
- Fix for crash on rhi thread
Change 3116308 on 2016/09/07 by Rolando.Caloca
DR - vk - New renderpass/transition/barrier rewrite for sm4 (disabled)
- Fixes for 3d texture RTs
Change 3117409 on 2016/09/08 by Gil.Gribb
Merging //UE4/Dev-Main@3117389 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3117445 on 2016/09/08 by Gil.Gribb
Fix merge fallout
Change 3117555 on 2016/09/08 by Rolando.Caloca
DR - Fix merge issue
Change 3117687 on 2016/09/08 by Marc.Olano
Create new Vector Noise material node, and *3DDeriv numerical derivative material functions
Vector Noise node has noise functions with 3D output, including cellnoise (random color per cell), computed noise with vector output, gradient of 3D noise, curl of 3D noise, and version of Voronoi noise returning seed position in the closest Voronoi cell.
3DDeriv functions compute gradient and curl on any expression using centered differences from four samples offset in a tetrahedral pattern (two fewer than the common axis-aligned offset method)
Change 3117696 on 2016/09/08 by Rolando.Caloca
DR - Replicate 4.13.1 fix from 3117678
UE4.13 - Better error reporting when SCW fails/crashes
jira UE-17227
Change 3117720 on 2016/09/08 by Rolando.Caloca
DR - vk - Fix for static analysis
Change 3117786 on 2016/09/08 by Rolando.Caloca
DR - vk - Use new alignment
Change 3118145 on 2016/09/08 by Marcus.Wassmer
Fix async compute clear not waiting for the gfx pipe properly. Also appears to fix a rare PS4 gpu hang.
Change 3118329 on 2016/09/08 by Brian.Karis
Fix screen size calculations for LOD
Change 3118351 on 2016/09/08 by Brian.Karis
Quadric mesh simplifier!
In and working for the first time.
ScreenSize is now correctly calculated from MaxDeviation
Pixel Error now a reduction setting in LOD group.
Binary Heap is fixed and functional.
Still needs to play better with 3rd party reduction.
Change 3118457 on 2016/09/08 by Rolando.Caloca
DR - vk - Fix cube & 3d texture transitions & copies
Change 3118540 on 2016/09/08 by Benjamin.Hyder
Re-Submitting Noise assets to get engine version
Change 3119438 on 2016/09/09 by Rolando.Caloca
DR - vk - Added barrier & cache flushes when reading back GPU memory
- Added cubemap & 3d texture barriers
- Added cubemap & 3d texture copy image
Change 3119518 on 2016/09/09 by Brian.Karis
Fixed compile error
Change 3119580 on 2016/09/09 by Marc.Olano
Documentation for Vector noise
Change 3119710 on 2016/09/09 by Rolando.Caloca
DR - vk - Fix read stencil mask & front/back
Change 3119865 on 2016/09/09 by Rolando.Caloca
DR - vk - RHIReadSurfaceFloatData
- Fix redundant write transitions
- Simplify copy and transition code
Change 3120059 on 2016/09/09 by Rolando.Caloca
DR - vk - Static analysis warnings
Change 3120413 on 2016/09/09 by Mark.Satterthwaite
Fix AVFMedia plugin failing when a movie has captions.
#jira UE-35828
Change 3120936 on 2016/09/12 by Ben.Woodhouse
Add slate rendering to the GPU stats
Change 3121204 on 2016/09/12 by Rolando.Caloca
DR - vk - Fix geometry shaders position
- Revert translucent workaround
Change 3121467 on 2016/09/12 by Rolando.Caloca
DR - Fix integration issue (lost some shader defines)
Change 3121862 on 2016/09/12 by Zabir.Hoque
Fixing Code Analysis warnings.
#jira: UE-35860
Change 3122139 on 2016/09/12 by Ben.Woodhouse
Re-enable the checkerboard lighting by default to workaround skin lighting issue in fortnite (again)
#jira UE-35886
Change 3122278 on 2016/09/12 by Zabir.Hoque
2nd Attempt at Code Analysis warnings
[CL 3122339 by Marcus Wassmer in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3072947 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game texture.
#review-3072934 @marcus.wassmer
#jira UE-34045
Change 3073301 on 2016/08/02 by Ben.Woodhouse
Fix for large spotlight culling precision issues, reported on UDN by Aaron Jacobs at Double Fine. For a full description, see the UDN post
https://udn.unrealengine.com/questions/305440/shadowed-light-flicker-caused-by-floating-point-pr.html
#jira UE-34052
Change 3073689 on 2016/08/02 by Ben.Woodhouse
Improved skin postprocess - support for full resolution, with diffuse/spec lighting combined into single RGBA (sharing chroma)
Full res lighting gives less temporal AA flickering, sharper diffuse and specular lighting in the surface (since this is now at full resolution), faster postprocessing if using a 64-bit rendertarget (on NV 980Ti).
Checkerboard rendering is controlled via the r.sss.checkerboard cvar. - 0 is off/full res, 1 is checkerboard, 2 is automatic based on scenecolor (non-checkerboard requires 64bit or more rendertarget w/separate alpha)
Tested/profiled on PC, PS4
Change 3074666 on 2016/08/02 by Daniel.Wright
Fixed stationary skylight brightness
Change 3074667 on 2016/08/02 by Daniel.Wright
Fixed r.ReflectionEnvironmentLightmapMixing
Change 3074687 on 2016/08/02 by Daniel.Wright
Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor.
Change 3075241 on 2016/08/03 by Rolando.Caloca
DR - Fix linux compile issue & static analysis warning
Change 3075746 on 2016/08/03 by Daniel.Wright
Removed bOverride_AntiAliasingMethod and outdated ini references to PP AntiAliasingMethod
Change 3075783 on 2016/08/03 by Ryan.Brucks
#code.review Marcus.Wassmer
Added two material nodes that return Atmospheric Light Vector and Light Direction using:
View.AtmosphericFogSunColor
View.AtmosphericFogSunDirection
Nodes are called:
AtmosphericLightVector
AtmosphericLightColor
Also changed SceneRendering.cpp so that values will be grabbed from directional lights without needing an Atmospheric Fog actor in the scene.
Change 3075969 on 2016/08/03 by Uriel.Doyon
Material GUIDs are not updated anymore when parents or textures change.
Lighting now uses a hash built from the list of parents, textures and shader functions.
#review-3072980 @marcus.wassmer @daniel.wright
Change 3076116 on 2016/08/03 by Ryan.Brucks
#code.review marcus.wassmer
Fixed typo in the Caption of new Nodes "Atmospheric Light Vector" and "Atmospheric Light Color"
Change 3076456 on 2016/08/03 by Rolando.Caloca
DR - Fix geometry shader gl_Layer for SPIR-V
Change 3076730 on 2016/08/03 by Uriel.Doyon
Added user warning logic for the texture streaming build. Ran in MapCheck, BeginPlay and PreSave.
#review-3072984 @marcus.wassmer
Change 3077616 on 2016/08/04 by Daniel.Wright
Planar reflection show flags can now be edited
Change 3077621 on 2016/08/04 by Daniel.Wright
Changed default Planar Reflection DistanceFromPlaneFadeoutEnd from 600 to 100, which reduces artifacts and is a more intuitive initial setting
Change 3077792 on 2016/08/04 by Daniel.Wright
Fixed an unnecessary sky capture caused by the sky light component owned by the default ASkyLight
Change 3077799 on 2016/08/04 by Daniel.Wright
Skip RF_ArchetypeObject for reflection captures
Change 3077876 on 2016/08/04 by Marc.Olano
Noise material perf improvements
Change random number generator for Gradient-ALU (1.7x perf boost), improve speed of Voronoi noise quality level 3.
Removes integer BBS random number generators. Fewer instructions, but too slow to use (see 1.7x perf boost above)
Change 3077884 on 2016/08/04 by Daniel.Wright
Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
Change 3078994 on 2016/08/05 by Simon.Tovey
Fix for UE-34241
Scene proxy ptr was being cached during a downcast.
Inside a call to CreateDynamicData, CheckMaterialUsage_Concurrent() was causing the scene proxy to be recreated an so the cached ptr was stale.
I've fixed the immediate issue but recreating the scene proxy here doesn't seem great. Maybe CheckMaterailUsage() should be rethought a bit.
Change 3079162 on 2016/08/05 by Ben.Woodhouse
Fix for jittering in Paper2D. Was caused by override being ignored due to a change in intiialization order for AA settings.
#jira UE-34091
Change 3079613 on 2016/08/05 by Daniel.Wright
New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
New blueprint function CreateRenderTarget2D
Change 3079708 on 2016/08/05 by Uriel.Doyon
Fixed crash when building texture streaming on some levels.
Change 3079795 on 2016/08/05 by Uriel.Doyon
Fixed issue with instanced static meshes when building texture streaming.
Fixed typo with func "GetNumTextureStreamingPrimitives"
Change 3079806 on 2016/08/05 by Uriel.Doyon
Enabled PerTexture MipBias. The per texture mip bias now resets to 0 when the texture gets required at low resolution.
New scalability setting named "r.Streaming.LimitPoolSizeToVRAM" enabling the PoolSize to be limited the available VRAM
(according to GPoolSizeVRAMPercentage)
#review-3074662 @marcus.wassmer
Change 3082698 on 2016/08/09 by Daniel.Wright
Copy - CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
Change 3082699 on 2016/08/09 by Daniel.Wright
Changed display name for 'Two Sided' shading model to 'Two Sided Foliage' to make it clear what it's intended to be used for
Change 3083909 on 2016/08/10 by Olaf.Piesche
#jira UE-34106
#jira UE-32784
#jira UE-31198
Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)
Change 3084645 on 2016/08/10 by Olaf.Piesche
#jira UE-30398
Fix offset added to particle collision locations.
Change 3084709 on 2016/08/10 by Daniel.Wright
Copy - Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
Change 3084783 on 2016/08/10 by Rolando.Caloca
DR - Use the first targeted rhi shader platform as the initial RHI to load on Windows
#jira UE-34510
Change 3084958 on 2016/08/10 by Daniel.Wright
Copy - Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
Change 3086023 on 2016/08/11 by Marcus.Wassmer
Merging //UE4/Dev-Main@3085468 to Dev-Rendering (//UE4/Dev-Rendering)
#test none
Change 3086778 on 2016/08/11 by Ben.Woodhouse
Workaround for fortnite character rendering issue. Enable checkerboard rendering by default until we can fix properly
#jira UE-34561
Change 3087404 on 2016/08/12 by Rolando.Caloca
DR - Upgrade glslang to 1.0.21.1
- Added some more debug output
Change 3087524 on 2016/08/12 by Rolando.Caloca
DR - vk - Fixed StencilRef, fixed size of RHIReadSurfaceFloatData (but still returns dummy data)
Change 3087663 on 2016/08/12 by Rolando.Caloca
DR - vk - Fix for SRGB; support for mip texture views
Change 3087735 on 2016/08/12 by Daniel.Wright
TextureRenderTarget2D's can now be up to 8192^2. Anything over 2048 pops up an 'are you sure' dialog.
Change 3087750 on 2016/08/12 by Rolando.Caloca
DR - vk - Minor renaming in prep for merge
Change 3087813 on 2016/08/12 by Rolando.Caloca
DR - vk - More minor cleanup
Change 3087819 on 2016/08/12 by Chris.Bunner
Check material function input types directly, no need to traverse connected graph.
#jira UE-32134
Change 3087901 on 2016/08/12 by Rolando.Caloca
DR - vk - Fix RT view to use 1 mip
Fix depth buffer component swizzle
Change 3088193 on 2016/08/12 by Daniel.Wright
DFAO and RTDF shadows are enabled in High and Epic scalability settings by default
Change 3088988 on 2016/08/15 by Rolando.Caloca
DR - Add Accessors
Change 3089104 on 2016/08/15 by Olaf.Piesche
#jira UE-34241
Sceneproxy can be nullptr in FDynamicMeshEmitterData::Init if the proxy is being recreated
Change 3089208 on 2016/08/15 by Daniel.Wright
Downsampled separate translucency uses a separate view uniform buffer with correct buffer sizes
* Fixes WorldPosition in downsampled translucency
* View uniform buffer parameters are now cached on the view, to allow recreating the uniform buffer without having to rebuild the entire struct. Currently used by global distance field, downsampled separate translucency.
* Fixed the downsampled translucency depth buffer being full res used together with a smaller color target, now they are both the downsampled res
Change 3089209 on 2016/08/15 by Daniel.Wright
Fixed atmospheric fog on translucency
Change 3089457 on 2016/08/15 by Daniel.Wright
Fixed lighting build failure from UMaterialInstanceDynamic assigned to a mesh that's being exported to Lightmass. The Swarm cache entry is created using the parent's guid, causing multiple MID's with the same parent to acquire a file handle multiple times which fails after the first.
Change 3089549 on 2016/08/15 by Daniel.Wright
UMaterialInterface initializes LightingGuid to something valid - causes UMaterialInstanceDynamic to have a valid LightingGuid so they can be used in lighting builds
Change 3089703 on 2016/08/15 by Daniel.Wright
Custom expression fixup for View.RenderTargetSize
Change 3090546 on 2016/08/16 by Daniel.Wright
Hopeful fix for recycled snapshot view crash
Change 3091202 on 2016/08/16 by Daniel.Wright
Manually clear FViewInfo::CachedViewUniformShaderParameters on creating a snapshot, since memcpy is used to create the snapshot view
[CL 3091931 by Gil Gribb in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2975196 on 2016/05/12 by Robert.Manuszewski
Garbage Collector will no longer be responsible for generating class token stream, instead the token stream will be generated on startup or when a class has finished loading.
- This way we can avoid very long GC times after new blueprints have been loaded.
- Temporarily enabled CLASS_TokenStreamAssembled check in development builds (for testing purposes)
Change 2993960 on 2016/05/30 by Robert.Manuszewski
Fixing leaked linkers created by blocking load requests during async loading.
Change 2959398 on 2016/04/28 by Steve.Robb
TMap references are strong and cannot be nulled by pending kill. This makes references in values strong too, even though we only really care about keys, which will corrupt the map when nulled.
#jira UE-20828
Change 2960723 on 2016/04/29 by Graeme.Thornton
Fix for texture asset import data being ignored when async loaded
Change 2960938 on 2016/04/29 by Robert.Manuszewski
Nulling out sql db handle after closing it.
Change 2967127 on 2016/05/05 by Steve.Robb
Move constructors explicitly disabled in generated code.
Change 2967143 on 2016/05/05 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant.
Change 2967164 on 2016/05/05 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer
Change 2968650 on 2016/05/06 by Steve.Robb
Fix for HotReload copying module manager.
Change 2968915 on 2016/05/06 by Robert.Manuszewski
Fixing spelling of SetImageIntegrityStatus function name.
Change 2970406 on 2016/05/09 by Steve.Robb
Static analysis fixes:
Function uses '...' bytes of stack: exceeds /analyze:stacksize '81940'. Consider moving some data to heap.
Change 2970419 on 2016/05/09 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant.
warning C6011: Dereferencing NULL pointer '...'.
warning C6385: Reading invalid data from '...': the readable size is '...' bytes, but '...' bytes may be read.
warning C6386: Buffer overrun while writing to '...': the writable size is '...' bytes, but '...' bytes might be written.
Change 2970431 on 2016/05/09 by Steve.Robb
Static analysis fixes:
warning C6299: Explicitly comparing a bit field to a Boolean type will yield unexpected results.
Change 2972032 on 2016/05/10 by Steven.Hutton
Workflow fixes to bugg / crashgroup filtering. Filters should now correctly persist across queries.
Change 2972085 on 2016/05/10 by Steve.Robb
Const-correctness fix for FLogCategoryBase::IsSuppressed.
Change 2972087 on 2016/05/10 by Steve.Robb
ELogVerbosity moved into its own header.
Change 2972090 on 2016/05/10 by Steve.Robb
Redundant ensure removed.
Change 2972103 on 2016/05/10 by Steve.Robb
Removal of redundant use of USING_CODE_ANALYSIS.
Change 2972139 on 2016/05/10 by Steve.Robb
Fix for ensure macros throwing C6326 warnings during static analysis.
Change 2972147 on 2016/05/10 by Steve.Robb
Fix for UE_LOG_ACTIVE macro throwing C6326 warnings during static analysis.
Change 2972162 on 2016/05/10 by Steve.Robb
SCOPE_CYCLE_COUNTER_GUARD removed.
Change 2972168 on 2016/05/10 by Steve.Robb
Compile error fix for logOrEnsureNanError in static analysis builds.
Change 2973084 on 2016/05/10 by Chris.Wood
Crash Report Server performance tweak
Change 2974030 on 2016/05/11 by Steve.Robb
Fix for IPropertyHandle::SetValue - used to take a non-const reference to a const UObject*, now it takes const references to both non-const and const UObject*.
Change 2974053 on 2016/05/11 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant.
Change 2974191 on 2016/05/11 by Steve.Robb
Fix for template instantiation error in VS2013.
Change 2975298 on 2016/05/12 by Steve.Robb
Static analysis fixes:
warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant.
Change 2975318 on 2016/05/12 by Steve.Robb
Fix for hot reload info being reported as warnings.
#jira UE-30586
Change 2975447 on 2016/05/12 by Steve.Robb
Static analysis fixes:
warning C6235: (<non-zero constant> || <expression>) is always a non-zero constant.
warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>. Did you intend to use the bitwise-and operator?
warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>. Did you intend to use the bitwise-and operator?
warning C6285: (<non-zero constant> || <non-zero constant>) is always a non-zero constant. Did you intend to use the bitwise-and operator?
warning C6286: (<non-zero constant> || <expression>) is always a non-zero constant. <expression> is never evaluated and might have side effects.
warning C6289: Incorrect operator: mutual exclusion over || is always a non-zero constant. Did you intend to use && instead?
warning C6316: Incorrect operator: tested expression is constant and non-zero. Use bitwise-and to determine whether bits are set.
Change 2975478 on 2016/05/12 by Steve.Robb
Static analysis fixes for lots of redundant <zero constant> and <non-zero constant> warnings.
Change 2975538 on 2016/05/12 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'StaticResource'
Change 2976640 on 2016/05/13 by Robert.Manuszewski
Fixing crashes caused by token stream generation changes. Making sure the token stream gets re-generated when a class gets re-linked.
#jira UE-30675
Change 2978320 on 2016/05/16 by Steve.Robb
Fix for static analysis warnings in XNA headers.
Change 2978329 on 2016/05/16 by Steve.Robb
Static analysis fixes:
warning C6334: sizeof operator applied to an expression with an operator might yield unexpected results: Parentheses can be used to disambiguate certain usages.
Change 2980222 on 2016/05/17 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'X'.
warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.
Change 2980458 on 2016/05/17 by Chris.Wood
Attempt to fix crash report submission problems from CRP to CR website
[UE-30257] - Crashreports are sometimes missing file attachments
Passing crash GUID so that website can easily check for duplicates in future
Increased request timeout for AddCrash to be longer than website database timeout
Logging retries for future visibility
CRP v.1.1.6
Change 2980639 on 2016/05/17 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'X'.
warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.
Change 2981750 on 2016/05/18 by Steve.Robb
check()s in ContainerAllocationPolicies.h changed to checkSlow()s, as they only exist to check that the container has been written correctly.
Change 2982106 on 2016/05/18 by John.Mahoney
Fixed a crash caused by loading two stat capture files simultaneously in the profiler.
If the user tries to load a capture file while another load is in progress, the previous load is now cancelled and cleaned up before proceeding with the new load.
Made the delegates in FNewStatsReader explicitly specify which profiler instance they are loading data for, instead of relying on the current value of LoadConnection->InstanceId.
This also fixes a crash that occurs when selecting a different capture file in the "Stats dump browser" pane of the profiler (after using Load Folder) while another file is still loading.
Cleaned up some weak pointer usage in the profiler window.
#jira UE-30741
Change 2983366 on 2016/05/19 by Steven.Hutton
Changes for passing crash type directly from CRP to CRW.
Change 2983394 on 2016/05/19 by Steven.Hutton
Minor changes to add crash with more error reporting
Change 2984685 on 2016/05/20 by Robert.Manuszewski
Merging //UE4/Dev-Main @ 2984626 to Dev-Core (//UE4/Dev-Core)
Change 2985143 on 2016/05/20 by Steve.Robb
Missing semi-colons.
Change 2986463 on 2016/05/23 by Steve.Robb
CopyTemp added to make it clear that you want to make a copy (rather than a move, or an accidental copy) at the call site of a function taking rvalue refs.
Change 2986475 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6313: Incorrect operator: zero-valued flag cannot be tested with bitwise-and.
Change 2986476 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6313: Incorrect operator: zero-valued flag cannot be tested with bitwise-and.
Change 2986480 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant
Change 2986515 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6340: Mismatch on sign: 'X' passed as _Param_(N) when some unsigned type is required in call to 'Func'
Change 2986680 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6386: Buffer overrun while writing to 'Ptr': the writable size is 'X' bytes, but 'Y' bytes might be written.
warning C6387: 'Ptr' could be '0': this does not adhere to the specification for the function 'Func'
warning C6031: Return value ignored: 'snprintf'.
warning C6340: Mismatch on sign: 'const unsigned int' passed as _Param_(4) when some signed type is required in call to 'snprintf'.
Change 2986865 on 2016/05/23 by Robert.Manuszewski
Removing redundand AddReferencedObjects functions
Change 2987968 on 2016/05/24 by Robert.Manuszewski
Removing redundant UPROPERTY macros from intrinsic classes.
Change 2987979 on 2016/05/24 by Steve.Robb
Optimization of some FString and FPaths operations to produce fewer temporaries.
Change 2988297 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6287: Redundant code: the left and right sub-expressions are identical.
Change 2988430 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6385: Reading invalid data from 'var': the readable size is 'X' bytes, but 'Y' bytes may be read.
Change 2988461 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6235: (<non-zero constant> || <expression>) is always a non-zero constant.
warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>.
warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>.
Change 2988464 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6262: Function uses 'X' bytes of stack: exceeds /analyze:stacksize 'Y'. Consider moving some data to heap.
Change 2988494 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6237: (<zero> && <expression>) is always zero. <expression> is never evaluated and might have side effects.
Change 2989411 on 2016/05/25 by Robert.Manuszewski
Splitting GC cluster index and intenral object flags to allow more UObjects in editor builds.
Change 2989429 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6387: '_Param_(X)' could be '0': this does not adhere to the specification for the function 'Func'.
Change 2989982 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6001: Using uninitialized memory 'LODPlanesMin'.
Change 2990018 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6386: Buffer overrun while writing to 'X'
Change 2990077 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>.
warning C6011: Dereferencing NULL pointer 'Ptr'.
Change 2990114 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6336: Arithmetic operator has precedence over question operator, use parentheses to clarify intent.
Change 2990125 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>.
Change 2990162 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6294: Ill-defined for-loop: initial condition does not satisfy test. Loop body not executed.
Change 2990193 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C28182: Dereferencing NULL pointer. 'type' contains the same NULL value as 'type->base_type' did.
warning C6011: Dereferencing NULL pointer 'Semantic'.
Change 2991006 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C28113: Accessing a local variable dummy via an Interlocked function: This is an unusual usage which could be reconsidered.
Change 2991012 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6031: Return value ignored: 'InitializeCriticalSectionAndSpinCount'.
Change 2991013 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6287: Redundant code: the left and right sub-expressions are identical.
Change 2991016 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant.
Change 2991017 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant.
Change 2991019 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6292: Ill-defined for-loop: counts up from maximum.
Change 2991023 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6322: Empty _except block.
warning C28251: Inconsistent annotation for 'WinMain': this instance has no annotations.
Change 2991070 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C28182: Dereferencing NULL pointer. 'Ptr1' contains the same NULL value as 'Ptr2' did.
Change 2991416 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Ptr'.
Change 2992738 on 2016/05/27 by Steve.Robb
Revert changes to FString::MatchesWildcard.
Change 2992916 on 2016/05/27 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Ptr'.
Change 2992960 on 2016/05/27 by Chris.Wood
Optimized P4 access in Crash Report Process and MinidumpDiagostics.
Change 2992964 on 2016/05/27 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Ptr'.
Change 2993956 on 2016/05/30 by Robert.Manuszewski
Fixing a crash after adding a new C++ class in the editor - made sure new classes have the token stream assembled after hot-reload.
#jira UE-31309
Change 2993977 on 2016/05/30 by Robert.Manuszewski
Don't wait for all packages to finish loading before PostLoading those which already have.
Change 2994206 on 2016/05/31 by Robert.Manuszewski
PR #2429: Three bug fixes required for script support to work properly (Contributed by pluranium)
#lockdown Nick.Penwarden
[CL 2996251 by Robert Manuszewski in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2967522 on 2016/05/05 by Martin.Mittring
fixed UE-30208 Ensure taking high resolution screenshot
renamed cvar from r.SaveUncompressedEXRFrame to r.SaveEXR.CompressionQuality and change meaning
Change 2967541 on 2016/05/05 by Martin.Mittring
added cvar help entry to the editor menu
Change 2967544 on 2016/05/05 by Martin.Mittring
* added ensures to track down UE-22073 [CrashReport] Crash when changing Editor Window Size - FDeferredShadingSceneRenderer::ClearTranslucentVolumeLighting()
* fixed typo
* improved r.DisplayInternals
Change 2967685 on 2016/05/05 by Rolando.Caloca
DR - Fix 2013 compile
#jira UE-30369
Change 2967883 on 2016/05/05 by Olaf.Piesche
Making inherit rotation work for mesh particles
#jira UE-30153
Change 2967948 on 2016/05/05 by Daniel.Wright
MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
Change 2967954 on 2016/05/05 by Daniel.Wright
New refraction mode 'Pixel Normal Offset', which uses the difference between the per-pixel normal and the per-vertex normal to compute the refraction offset. This is useful for refraction from large water surfaces without reading outside of screen bounds as much.
Change 2967970 on 2016/05/05 by Olaf.Piesche
Improvement for depth buffer collision; reduce tunneling by sampling midpoint instead of predicted position.
#jira UE-27297
Change 2968125 on 2016/05/05 by Daniel.Wright
Hopeful fix for mac compile error with enum
Change 2968126 on 2016/05/05 by Daniel.Wright
Forward declare to fix compile error
Change 2969070 on 2016/05/06 by Martin.Mittring
fixed Clang Compile error
Change 2969224 on 2016/05/06 by Martin.Mittring
fixed Clang
Change 2969275 on 2016/05/06 by Rolando.Caloca
DR - Fix for simulation time from BP not matching material editor expression time
#jira UE-26431
Change 2969413 on 2016/05/06 by Daniel.Wright
Simple forward shading path
* Support for a directional light in the base pass, which can be shadowed either by distance field shadowmaps or a single shadow factor from the Indirect Lighting Cache
* Binding and outputting to GBuffers is disabled when using simple forward shading, along with dependencies of the GBuffers
* Specular, normal maps and the 3rd SH band of skylighting are all hardcoded off. Materials are forced fully rough.
* Enabled with 'r.SimpleForwardShading 1', which can be changed at runtime
* Added r.SupportSimpleForwardShading, which determines if the necessary shaders are compiled
* Removed r.SimpleDynamicLighting, whose functionality (unshadowed directional light in the base pass) is a subset of simple forward shading, and was unused
Change 2969414 on 2016/05/06 by Daniel.Wright
Added cvar 'r.Fog' for scalability
Change 2969415 on 2016/05/06 by Daniel.Wright
Low end scalability setup for Paragon
Change 2969583 on 2016/05/06 by Daniel.Wright
Effectively disabled the WRITES_PRECSHADOWFACTOR_TO_GBUFFER optimization, as all combinations use the GBuffer target
* This fixes bSingleSampleShadowFromStationaryLights which was broken in cl 2863775 when selective GBuffer outputs was enabled
Change 2969597 on 2016/05/06 by Olaf.Piesche
Adding emitter tick times to Cascade viewport overlays
#jira UE-25172
Change 2969599 on 2016/05/06 by Daniel.Wright
Added r.Shadow.ForceSingleSampleShadowingFromStationary for scalability
Change 2969795 on 2016/05/06 by Daniel.Wright
Made r.SimpleForwardShading a scalability cvar
Change 2969796 on 2016/05/06 by Daniel.Wright
Enabled simple forward shading for the lowest shadow quality in Paragon
* Moved Orion.Character.NonLocalHeroPreshadows to be under shadow quality
* Enabling r.Shadow.ForceSingleSampleShadowingFromStationary when shadows are disabled through r.ShadowQuality
Change 2972338 on 2016/05/10 by Martin.Mittring
Added ImageValidator V0.11 to Perforce (for automated screenshot comparison)
Change 2972450 on 2016/05/10 by Martin.Mittring
fixed sorting issues, added column sort
Change 2972564 on 2016/05/10 by Martin.Mittring
fixed PixelCountToFail
Change 2972572 on 2016/05/10 by Martin.Mittring
added color
Change 2972667 on 2016/05/10 by Daniel.Wright
Capsule shadows support an off-center projection - fixes stereo rendering
Indirect lighting cache is updated for primitives with a visible indirect capsule shadow - fixes indirect shadows disappearing when the caster is off-screen in the Static skylight case
Change 2972687 on 2016/05/10 by Martin.Mittring
split data from view
Change 2972713 on 2016/05/10 by Martin.Mittring
background validation
Change 2972742 on 2016/05/10 by Martin.Mittring
do not lock files in folder
Change 2972837 on 2016/05/10 by Daniel.Wright
Comment for tiled reflection culling edge failure case
Change 2972891 on 2016/05/10 by Daniel.Wright
Simple forward shading only supported on PC now
Change 2972927 on 2016/05/10 by Martin.Mittring
fixed comparison, added directory watcher
Change 2972952 on 2016/05/10 by Martin.Mittring
tooltips
Change 2972965 on 2016/05/10 by Martin.Mittring
readme
Change 2972986 on 2016/05/10 by Martin.Mittring
polish
Change 2973015 on 2016/05/10 by Zabir.Hoque
Clamp max cubemap resolutions for reflection capture component.
Change 2973067 on 2016/05/10 by Uriel.Doyon
Removed temporary streaming data from ULevel. Now the data goes directly in FStreamingManagerTexture.
Removed deprecated classes and structures associated with old data.
Uniformized dynamic primitives and static primitives streaming logic.
Static primitive instances are now bound to level component and have visibility information.
MeshTexCoordSize Debug now shows live update when tweaking "StreamingDistanceMultiplier"
Change 2973129 on 2016/05/10 by Martin.Mittring
fixed crash (uninit var)
Change 2973167 on 2016/05/10 by Olaf.Piesche
Fixing mac compiler warnings; removed beam tangent from particle source and target, as it's treated separately anyway.
Change 2973654 on 2016/05/11 by Gil.Gribb
FIxed bad resolve from main merge
Change 2973787 on 2016/05/11 by Simon.Tovey
PR #2080: Added 7 additional blueprint nodes and assoicated functions to Particle System Compoenent (Contributed by alwintom)
#2080
Change 2973794 on 2016/05/11 by Simon.Tovey
GitHub 1646 : Increase Wireframe Linear Color Value for Particles in Cascade Preview viewport
#1646
Change 2973814 on 2016/05/11 by Chris.Bunner
Fixed D3D warning.
Change 2973868 on 2016/05/11 by Martin.Mittring
fixed compiler warning
Change 2974104 on 2016/05/11 by Uriel.Doyon
Optimized TextureStreaming ASync task by improving cache efficency.
Removed ForcedFullyLoad texture sets and merged them with the other entries (to prevent checking in two data structures).
Change 2974163 on 2016/05/11 by Uriel.Doyon
Fixed Editor Build
Change 2974263 on 2016/05/11 by Olaf.Piesche
Fix for particle beam source/target selection
Change 2974313 on 2016/05/11 by Martin.Mittring
nicer icon
Change 2974632 on 2016/05/11 by Martin.Mittring
zoom (mouse wheel) and pan support
Change 2974651 on 2016/05/11 by Martin.Mittring
UE-30565 Blend Radius does not override Priority for blendable post process material array
#test:PC
Change 2974994 on 2016/05/12 by Uriel.Doyon
Fixed uninitialized members in texture streaming when updating dynamic primitives.
#jira UE-30632
Change 2975514 on 2016/05/12 by Olaf.Piesche
Getting mesh particle transform down to pixel shader, making available in TransformVector/TransformPosition nodes
#udn 288158, and requests from several artists
Change 2975970 on 2016/05/12 by Zabir.Hoque
Enable setting high precision normals/tangets as a part of static mesh import.
Change 2976134 on 2016/05/12 by Daniel.Wright
Moved RHI prefix out of command list macros so you can find callers in a Find in Files for RHIBlendState, etc
Change 2976135 on 2016/05/12 by Daniel.Wright
Added material property bAllowNegativeEmissiveColor which is useful when rendering to an offscreen render target
Change 2976139 on 2016/05/12 by Daniel.Wright
Blueprint can now be used to draw to a TextureRenderTarget2D with DrawMaterialToRenderTarget
Canvas can now draw to a TextureRenderTarget2D in a Blueprint with BeginDrawCanvasToRenderTarget / EndDrawCanvasToRenderTarget
Change 2976199 on 2016/05/12 by Brian.Karis
Improved screen space ray cast intersection heuristic.
Change 2976203 on 2016/05/12 by Brian.Karis
Fixed hair NaNs
Change 2976214 on 2016/05/12 by Zabir.Hoque
Fix compiler error on Clang
Change 2976239 on 2016/05/12 by Brian.Karis
Improved hair shadows
Change 2976240 on 2016/05/12 by Brian.Karis
Made recompileshaders specific file work again. Kind of hacky but better than nothing
Change 2976290 on 2016/05/12 by Zabir.Hoque
Few more clang compiler fixes.
#jira UE-30713
Change 2976517 on 2016/05/13 by Zabir.Hoque
Final set of fixes for compile breaks.
Change 2976535 on 2016/05/13 by Zabir.Hoque
Fix mono builds
Change 2977270 on 2016/05/13 by Zabir.Hoque
Incorrectly used 7 as max texcoords. Corrected to #define MAX_TEX_COORDS
#lockdown gil.gribb
Change 2980140 on 2016/05/17 by Gil.Gribb
Merging //UE4/Dev-Main@2980127 to Dev-Rendering (//UE4/Dev-Rendering)
#lockdown nick.penwarden
Change 2980211 on 2016/05/17 by Ben.Marsh
EC: Build DDC in Dev-Rendering every 3 hours.
#lockdown Gil.Gribb
Change 2980876 on 2016/05/17 by Michael.Trepka
Metal shader compile fix
#lockdown gil.gribb
[CL 2981788 by Gil Gribb in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2932679 on 2016/04/04 by Martin.Mittring
remove hack/cvar that is not longer needed as we fixed the bug
#rb:Bob.Tellez
#code_review:Bob.Tellez
Change 2932681 on 2016/04/04 by Martin.Mittring
fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files,
added enure if non scalability setting are used in ScalabilityIni (get now ignored)
#rb:David.Hill
#code_review:Marcus.Wassmer, Michael.Noland
Change 2932719 on 2016/04/04 by Marcus.Wassmer
Merge 3 band SH back to DevRendering
#rb Daniel.Wright
Change 2932760 on 2016/04/04 by Zabir.Hoque
Migrating high resolution cubemaps for skylight and reflection probes.
#rb: Daniel.Wright
Change 2933121 on 2016/04/05 by Rolando.Caloca
DR - vk - Fix free blocks not getting joined
- Fix compile issue
Change 2933122 on 2016/04/05 by Rolando.Caloca
DR - Do not shorten dumped shaders path
Change 2933126 on 2016/04/05 by Rolando.Caloca
DR - vk - Index Buffers using new resource management
Change 2933127 on 2016/04/05 by Rolando.Caloca
DR - vk - Extract multibuffer off index buffer
Change 2933131 on 2016/04/05 by Rolando.Caloca
DR - vk - Transition to vb's using mutlibuffer
Change 2933136 on 2016/04/05 by Rolando.Caloca
DR - vk - Change staging buffers to use resource allocation system
- Fix free block not getting joined
- Remove define
Change 2933140 on 2016/04/05 by Rolando.Caloca
DR - vk - 'static' textures now use resource mgmt
- Release free pages back to the OS
- Remove ensure
Change 2933152 on 2016/04/05 by Rolando.Caloca
DR - vk - Fix aliasing granularity
- Fix renderpass end/copy buffer ensure
Change 2933155 on 2016/04/05 by Rolando.Caloca
DR - SCW - Fix for -directcompile to directly load file for preprocessor
Change 2933158 on 2016/04/05 by Rolando.Caloca
DR - hlslcc - Error on Metal if trying to R & W on RWTextures
- Fix indices on RW reads to be unsigned
#codereview Mark.Satterthwaite, Michael.Trepka
Change 2933169 on 2016/04/05 by Rolando.Caloca
DR - vk - Move header to public to match changes on DevMobile
Change 2933173 on 2016/04/05 by David.Hill
Deferred decal rendering with negative scale
#rb:Matrin.Mittring
#jira:UE-27389
Change 2933273 on 2016/04/05 by Rolando.Caloca
DR - vk - Fix renderdoc markers
Change 2933274 on 2016/04/05 by Rolando.Caloca
DR - Support for -AttachDebugger
Change 2933316 on 2016/04/05 by Rolando.Caloca
DR - vk - Compile fix whene enabling define
Change 2933334 on 2016/04/05 by Rolando.Caloca
DR - Compile fix
#codereview Martin.Mittring
Change 2933805 on 2016/04/05 by Brian.Karis
Temporal AA dynamic antighosting.
Fixed DOF
Change 2933811 on 2016/04/05 by Brian.Karis
Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around.
Change 2933812 on 2016/04/05 by Brian.Karis
Fixed fresnel on SSS skin.
Change 2933813 on 2016/04/05 by Brian.Karis
Tessellation fix
Change 2933816 on 2016/04/05 by Brian.Karis
Improved forward shading support
[CL 2943241 by Gil Gribb in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin
Added support for Landscape grass to use the landscape's light/shadow maps
(original github pull request #1798 by Frugality)
Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM
DM - glslang
Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Common RHI changes
Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Initial rhi check-in. Tappy & SunTemple working on PC.
#codereview Jack.Porter, Chris.Babcock, Josh.Adams
Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Split Immediate command list off RHI
Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
changes to exclude LPV shaders from Vulkan
(reapplied with edit instead of integrate records)
Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
Static shadowing + dynamic-object CSM
Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
Mobile GPU particles
Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
Planar reflections very WIP
Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
Separate Translucency very WIP
Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
ProtoStar engine changes
Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
HACK for Max Texture Samplers hardcoded to 8 on ES2
Should be cleaned up better with UE-24419.
Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Integrate pipeline cache
Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM
DM - Initial CCT support
Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Empty bound shader states cache
- Only used currently on Vulkan
Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM
DM - Added GRHINeedsExtraDeletionLatency from 4.11
Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM
DM - Remove batched elements quads (was not been used at least since UE3!)
Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Fence mgr (disabled)
Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Resource management (disabled)
Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Expand number of stencil op bits
Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Add support for more MaxSimultaneousRenderTargets
Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Support for 3d staging textures
Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream
Vulkan RHI stub for new SharedResourceView RHI call
Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - SM4 preq
Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream
Android Vulkan support initial checkin
Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile
Reinstate vertex fog, fixes UE-28166
Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Use fence manager
Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Descriptor pool
[CL 2912606 by Peter Sauerbrei in Main branch]