Commit Graph

105 Commits

Author SHA1 Message Date
Rolando Caloca
afe8d2d1c3 PR #709 (Contributed by PjotrSvetachov)
Support for Quad Buffer Stereo on OpenGL; adds missing Custom Present on Linux
https://github.com/EpicGames/UnrealEngine/pull/709
#codereview Dmitry.Rekman

[CL 2471652 by Rolando Caloca in Main branch]
2015-03-06 17:27:06 -05:00
Dmitry Rekman
a111804b2a Linux: better control of texture streaming.
(Merging CL 2461849 to main).

[CL 2467003 by Dmitry Rekman in Main branch]
2015-03-02 17:15:54 -05:00
Saul Abreu
79a26091bf Fixed behavior on FString::ParseIntoArray (muliple delimiters overload) functionality to support optionally culling empty strings. Greatly simplified implementation logic. Output parameter now properly named and taken by reference.
#codereview Steve.Robb, Robert.Manuszewski

[CL 2466824 by Saul Abreu in Main branch]
2015-03-02 15:51:37 -05:00
Dmitry Rekman
7fd206272f Killed a few NVidia perf warnings.
- even better hint flags, disregarding staging buffer at all.
- synchronous debug output (to get the callstacks for warning in the future).

(Merging CL 2459008, 2459016 to main).

[CL 2466588 by Dmitry Rekman in Main branch]
2015-03-02 13:36:52 -05:00
Chris Babcock
aba8a28c51 Added workarounds for Adreno 2xx GPU on Android (adds checking of maximum varying vectors allowed)
#android
#ue4

[CL 2441897 by Chris Babcock in Main branch]
2015-02-11 12:43:33 -05:00
Mark Satterthwaite
a511ded42a Initial ShaderCore-level cache to start addressing shader hitches [UE-7536]. At present it is only configured by Mac OpenGL, though other APIs could use it. As all shaders & programs are cached it is inappropriate for memory constrained devices so it is only enabled by Desktop platforms.
- The consolve variable "r.UseShaderCaching" controls whether the cache should be used.
   - The cache has to be initialised and shutdown by the RHI.
   - All RHI shader types now contain the SHA hash of the compiled source when the cache is in use so that they can be identified efficiently.
   - All shaders are fetched from the cache rather than being created on-demand.
   - On shader deserialisation the new shader is sent to the render thread for creation & caching.
   - After each shader is cached all complete bound-shader-states that include that shader are constructed and cached.
   - Wrapped OpenGL glCreateShader & glCreateProgram to use name-caching as these operations can synchronise the entire OpenGL pipeline on OS X.

[CL 2423996 by Mark Satterthwaite in Main branch]
2015-01-29 12:34:05 -05:00
Chris Babcock
731bc48a01 Cleaned up Android shader overrides and don't cache failed shader compile so overrides are actually tested
#android
#ue4
#codereview Rolando.Caloca

[CL 2414686 by Chris Babcock in Main branch]
2015-01-21 19:39:24 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Mark Satterthwaite
aa53c42ff7 OS X does support GL_ARB_texture_compression_rgtc and we are using it for BC5, so we can use BC4 after all if we hook up the correct definition.
#codereview michael.trepka

[CL 2368490 by Mark Satterthwaite in Main branch]
2014-11-24 12:51:05 -05:00
Ben Marsh
ac149c7cec Fixing various warnings when building documentation.
[CL 2368194 by Ben Marsh in Main branch]
2014-11-22 11:22:06 -05:00
Ankit Khare
f0430510cd SDL2 upgrade from the SDK provided SDL1.3 for HTML5 Platform.
[CL 2365228 by Ankit Khare in Main branch]
2014-11-19 13:56:35 -05:00
Michael Trepka
8aff7d6f60 Don't warn about unsupported OpenGL debug output extensions on Mac
[CL 2363975 by Michael Trepka in Main branch]
2014-11-18 16:39:43 -05:00
Rolando Caloca
a213b20b54 UE4 - Remove unused RHI globals:
- GPixelCenterOffset
- GSupportsVertexInstancing
- GSupportsEmulatedVertexInstancing
- GVertexElementsCanShareStreamOffset
- GSupportsVertexTextureFetch

[CL 2358713 by Rolando Caloca in Main branch]
2014-11-13 14:04:52 -05:00
Allan Bentham
3b39acf923 remove GRHIShaderPlatform_DEPRECATED usage from OpenGL RHI (replaced with GMaxRHIShaderPlatform)
#codereview nick.penwarden

[CL 2356992 by Allan Bentham in Main branch]
2014-11-12 09:13:49 -05:00
Rolando Caloca
1f70bfbb03 UE4 - Fix for mobile dynamic shadows on iOS OpenGL
[CL 2351667 by Rolando Caloca in Main branch]
2014-11-06 15:20:17 -05:00
Graeme Thornton
8d8ebe62d9 Added _DEPRECATED to both GRHIFeatureLevel and GRHIShaderPlatform, to indicate that they shouldn't be used any more. Added documention to describe why this has been done
#codereview Nick.Penwarden

[CL 2322612 by Graeme Thornton in Main branch]
2014-10-08 09:48:43 -04:00
Niklas Smedberg
247f396e08 Updated PF_G8 to SRGB8 for all desktop platforms. (Fixes bad text rendering on Mac)
#codereview Mark.Satterthwaite
#lockdown Ben.Marsh

[CL 2305951 by Niklas Smedberg in Main branch]
2014-09-22 15:49:46 -04:00
Mark Satterthwaite
0894ac65cb Fix broken text rendering in ShooterGame on OS X - specifying GL_R8 as the SRGB internal format isn't behaving itself on OS X so for now just use SRGB8 as we did before.
#codereview michael.trepka

[CL 2305768 by Mark Satterthwaite in Main branch]
2014-09-22 13:29:18 -04:00
Rolando Caloca
a1e97cb044 UE4 - More compile fixes
#codereview Niklas.Smedberg
#lockdown Ben.Marsh

[CL 2303967 by Rolando Caloca in Main branch]
2014-09-19 09:23:44 -04:00
Niklas Smedberg
1ade062738 Removed some unnecessary log
[CL 2303535 by Niklas Smedberg in Main branch]
2014-09-18 22:41:03 -04:00
Niklas Smedberg
678aae88ce Fix for Mac&Linux build
[CL 2303511 by Niklas Smedberg in Main branch]
2014-09-18 22:15:40 -04:00
Niklas Smedberg
bb8f417304 Support for OpenGL ES 3.1 + Android Extension Pack
[CL 2303212 by Niklas Smedberg in Main branch]
2014-09-18 17:49:40 -04:00
Graeme Thornton
ff5e71eb16 WIP Mobile Preview
- Store global bitfield of active feature levels
 - Generate shaders for all active feature levels
 - Add option to experimental settings to enable dynamic feature level
 - Redirect GRHIFeatureLevel to GMaxRHIFeatureLevel - Effectively const now, ready to be removed

[CL 2296373 by Graeme Thornton in Main branch]
2014-09-13 10:47:14 -04:00
Rolando Caloca
29c68f2eec UE4 - Cascaded shadow maps on mobile/forward
* Still disabled as Metal requires a horrible workaround/hack
* Remove GSupportsGSRenderTargetLayerSwitchingToMips workaround

[CL 2295640 by Rolando Caloca in Main branch]
2014-09-12 17:21:49 -04:00
Rolando Caloca
bad20283d1 UE4 - Fix ShadowDepth render targets for Mobile
[CL 2293059 by Rolando Caloca in Main branch]
2014-09-10 18:24:48 -04:00