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17 Commits
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2826204161 |
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change |
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e09c81f59e |
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3304653)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3288774 on 2017/02/06 by Ben.Salem Added in min/max/avg values to table. Allow us to also set which stat groups we use explicitly to massively cut down on plugin overhead. #tests Several tests passes taken on ShooterGame. Change 3289887 on 2017/02/07 by David.Hill Eye Adaptation: Fix basic mode. The last step of the basic eye adaptation needs to know the correct down-sampled viewport size #jira: UE-29491 Change 3290281 on 2017/02/07 by Chris.Bunner Account for LogToLin approximation value offseting. Change 3290282 on 2017/02/07 by Chris.Bunner Fixed missing 2000 nit branch in tonemapper. Change 3290331 on 2017/02/07 by Chris.Bunner Minor optimization for BlendMaterialAttributes node compilation. Change 3291140 on 2017/02/07 by Daniel.Wright Fixed distance field temporal filter using Point filtering * Fixed the manual bilinear filter in the high quality reprojection path, still doesn't solve the streaking artifacts though Change 3292060 on 2017/02/08 by Rolando.Caloca DR - Some enums for max/num bits on RHI definitions Change 3292213 on 2017/02/08 by Benjamin.Hyder Updating TM-DistanceFields map in QAGame Change 3292291 on 2017/02/08 by Benjamin.Hyder small tweaks to TM-DistanceFields Change 3292399 on 2017/02/08 by Chris.Bunner Minor fix to HDR format type check. Change 3293560 on 2017/02/08 by Rolando.Caloca DR - vk - Events Change 3293562 on 2017/02/08 by Rolando.Caloca DR - vk - Disambiguate class name Change 3295346 on 2017/02/09 by Rolando.Caloca DR - Duplicate fix from 3295320 Change 3296930 on 2017/02/10 by Chris.Bunner Search keywords for pre-skinned position/normal nodes. Change 3297162 on 2017/02/10 by Daniel.Wright Distance field temporal filter stores a confidence value, which is used to track leaking of occlusion during the upsample, and flush those leaked values through the history faster. Reduces DFAO ghosting when the camera is moving. Change 3297345 on 2017/02/10 by Daniel.Wright Added 'r.CompressMeshDistanceFields' to rendering project settings, defaults to off to prevent hitches when streaming in levels Change 3297371 on 2017/02/10 by Chris.Bunner Custom vertex interpolator in/out node with auto-packing - Function support. Unified UV/CVI interpolator arrays for mixed custom UV support. Change 3298013 on 2017/02/10 by Daniel.Wright Ray Traced Distance Field shadowing is overlapped with the shadow depth pass, controlled by r.DFShadowAsyncCompute. * Didn't save any GPU time on PS4, so currently disabled until further investigation. * This change breaks RTDF shadows in splitscreen / stereo Change 3300028 on 2017/02/13 by Ben.Salem Adding GPU/Render/Game thread timers by default. Remove pointless flavor whitelisting on the plugin. Add sample usage in ShooterGame.ini config. #tests Ran half a dozen perf passes, and preflighted my changes in EC Change 3301571 on 2017/02/14 by Joe.Graf Deleted this plugin since it is no longer needed as an example Change 3301882 on 2017/02/14 by Daniel.Wright Fixed DistanceFieldAOConfidenceHistoryRT not getting released on RT Change 3304283 on 2017/02/15 by Daniel.Wright Variable shadowing fix Change 3304653 on 2017/02/15 by Ben.Salem Fix thread safety issues in Performance Monitor - deal with floating point bug in determining when to record frames. #tests Preflighted changes several times, ran several runs on Showdown [CL 3307957 by Marcus Wassmer in Main branch] |
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f92fc1f2ad |
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3274304)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3250856 on 2017/01/09 by Daniel.Wright Only showing instruction count for 'Base pass shader' now Change 3250943 on 2017/01/09 by Rolando.Caloca DR - Async Compute PSO creation Change 3251036 on 2017/01/09 by Rolando.Caloca DR - Add r.AsyncPipelineCompile - Dispatch on any thread - Wait for completion event Change 3251058 on 2017/01/09 by Ben.Woodhouse Fix for PSO creation D3D error with NumRenderTargets. Add code to compute the correct number of valid rendertargets to prevent an issue during PSO creation when NumRenderTargets is >0, but none of the formats are valid (all formats are DXGI_UNKNOWN) #jira UE-40332 Change 3251141 on 2017/01/09 by Ben.Woodhouse Duplicated from Fortnite CL 3243458: D3D12 memory optimization - The d3d12 buddy suballocator is very wasteful for allocations above 4KB, but the vast majority of allocations are smaller . In the default buffer allocator this was causing 149MB of waste in 340MB of allocations. Moving the max allocation size threshold down to 4KB from 512KB saved 100MB of memory wastage memory. On PC, buffers are 64KB aligned, so we need the threshold to be higher to avoid additional wastage. Add PIX memory tracking instrumentation for buddy allocators so we can track the memory properly in PIX Change 3251142 on 2017/01/09 by Ben.Woodhouse Duplicated from Fortnite 3243496 memory optimisation: use NULL-terminated ansi strings instead of unicode FStrings for symbols, saving 118MB. Previously the strings were loaded from disk as ansi and then converted to FStrings (slowly), before finally being converted them back to ansi strings before being used. In addition to reducing memory overhead, this change reduces complexity and improves startup time. Change 3252323 on 2017/01/10 by Rolando.Caloca DR - Gfx async PSO creation prep Change 3252474 on 2017/01/10 by Daniel.Wright Added 'Compile Unreal Lightmass' to error message Change 3252589 on 2017/01/10 by Daniel.Wright Back out bulk data for distance fields from cl 3241990 which causes distance fields to be corrupt in Fortnite Change 3252790 on 2017/01/10 by Daniel.Wright Added InscatteringColorCubemapAngle to exponential height fog Change 3252843 on 2017/01/10 by Uriel.Doyon Propper fix for UE-40211, where texture streaming bound defrag and async tasks could interact in coherent ways. The bound defrag is now done outside of the async work logic. Change 3252866 on 2017/01/10 by Mark.Satterthwaite Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future. #jira UE-40357 Change 3254511 on 2017/01/11 by Rolando.Caloca DR - PSO stats Change 3255958 on 2017/01/12 by Mark.Satterthwaite Reimplement RQT_AbsoluteTime for Metal - pretty sure I did this before, but somehow it got lost. When a RQT_AbsoluteTime is inserted into the command-stream, insert a command-buffer completion handler to record the time of completion & submit the command-buffer immediately. This breaks command-buffers so is noticeably slower and if inserted in a pass that can't be restarted will fail but is currently the only option available. This is sufficient to support the GPUBenchmark used by Scalability. To make this more efficient I've refactored the FMetalCommandBufferFence implementation so that we use a single shared-ptr object containing the command-buffer and a dispatch semaphore, rather than allocating one for each query. The semaphore allows for timed-waits where previously we'd block until completion, unlike the other APIs that report failure after a fixed interval (2s for RQT_AbsoluteTime, otherwise 0.5s). Sadly not all drivers support this abuse of the Metal API, so replace the GL-based workaround for not having time queries with one that just guesses based on RHI device details. Radars will be filed. #jira UE-40554 Change 3256329 on 2017/01/12 by Olaf.Piesche #jira UE-38615 Assert shouldn't be necessary; in fact, it causes a crash when exporting emitters, since in that case we're changing the template at runtime. Change 3256371 on 2017/01/12 by Uriel.Doyon Reenabled texture streaming bound defrag as the fix is in CL 3252843 Change 3257032 on 2017/01/13 by Daniel.Wright Added fastClamp to fastmath.usf Change 3257111 on 2017/01/13 by Daniel.Wright Disabled bAffectDistanceFieldLighting on DefaultPawn, fixes VisualizeMeshDistanceFields in game Change 3257112 on 2017/01/13 by Daniel.Wright DFAO optimizations * Changed the culling algorithm to produce a list of intersecting screen tiles for each object, instead of the other way around. Each tile / object intersection gets its own cone tracing thread group so wavefronts are much smaller and scheduled better. 3.63ms -> 3.48ms (.15ms) * Replace slow instructions in inner loop with fast approximations (exp2 -> sqr + 1, rcpFast, lengthFast) 3.25ms -> 3.09ms (.16ms) * Moved transform from world to local space out of the inner loop (sample position constructed from local space position + direction) 3.09ms -> 3.04ms * Compute shader for ClearUAV 3.04ms -> 2.62ms (.42ms) Change 3257113 on 2017/01/13 by Daniel.Wright Better distance field memory stats Change 3257326 on 2017/01/13 by Uriel.Doyon Workaround to support cases where several textures have the same lighting GUID. Change 3257448 on 2017/01/13 by Daniel.Wright Removed legacy features Distance Field Specular Occlusion, Distance Field Surface Cache AO, PreCullTriangles Change 3257616 on 2017/01/13 by Daniel.Wright Distance field mesh visualization now uses a cone containing the entire tile to cull objects with, making the results stable Change 3257657 on 2017/01/13 by Daniel.Wright Mesh distance fields are stored zlib compressed in memory until needed for uploading to GPU * 81Mb of backing memory -> 32Mb in GPUPerfTest, atlas upload time 29ms -> 893ms Change 3258063 on 2017/01/14 by Rolando.Caloca DR - vk - Refactor descriptor set reuse in prep for more changes Change 3258715 on 2017/01/16 by Daniel.Wright Added VisualizeGlobalDistanceField show flag Change 3258827 on 2017/01/16 by Daniel.Wright Global distance field update regions are clipped against others to reduce redundant updates. Change 3258959 on 2017/01/16 by Benjamin.Hyder Updating Planar Reflection example material in TM-Shadermodels Change |
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20bf0eb6a1 |
Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none #lockdown Nick.Penwarden [CL 3226823 by Ben Marsh in Main branch] |
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4ba423868f |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch] |
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07eea7c4b8 |
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2943963 on 2016/04/14 by Daniel.Wright
Shader compile errors are unsuppressed
Change 2943978 on 2016/04/14 by Gil.Gribb
UE4 - First pass at async loading improvements....mostly disabled.
Change 2944021 on 2016/04/14 by Martin.Mittring
fixed HLSL compiler warning
Change 2944031 on 2016/04/14 by Martin.Mittring
fixed ensures, wrapped some members behind get accessor functions
Change 2944086 on 2016/04/14 by Martin.Mittring
cleanup: removed not needed code
Change 2944177 on 2016/04/14 by Daniel.Wright
Clamp on FarShadowCascadeCount, prevents crashing from huge values
Change 2944182 on 2016/04/14 by Martin.Mittring
removed not needed code
Change 2944250 on 2016/04/14 by Rolando.Caloca
DR - vk - Minor fixes
Change 2944286 on 2016/04/14 by Daniel.Wright
Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking
Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions
Added bShowPreviewPlane to planar reflection actors
The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes
Change 2944288 on 2016/04/14 by Daniel.Wright
Fixed refraction with a world space normal
Change 2944291 on 2016/04/14 by Daniel.Wright
Panner nodes have an optional speed input
Change 2944346 on 2016/04/14 by Rolando.Caloca
DR - Fix Vulkan shader platform on Android
- Added more info on checks()
Change 2945007 on 2016/04/15 by Gil.Gribb
Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering)
Change 2945348 on 2016/04/15 by Daniel.Wright
Fixed compile error
Change 2945358 on 2016/04/15 by Olaf.Piesche
#jira UE-29241
Sequential particle selection code was all sorts of weird. Rewrote and simplified.
Change 2945941 on 2016/04/15 by Martin.Mittring
added r.DisplayInternals to debug determinism for screen shot comparison
Change 2945999 on 2016/04/15 by Martin.Mittring
improved r.DisplayInternal output
Change 2946023 on 2016/04/15 by Olaf.Piesche
Adding missing call to Super::PostEditChangeProperty; UDN 286717
Change 2947155 on 2016/04/18 by Martin.Mittring
started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up
#test:PC
Change 2947207 on 2016/04/18 by Martin.Mittring
fixed engine compiling in shipping/test
#code_review:Uriel.Doyan
Change 2947212 on 2016/04/18 by Uriel.Doyon
Lightmap density viewmode now shows the wanted resolution when the lighting isn't build.
#jira UE-29317
Change 2947374 on 2016/04/18 by Uriel.Doyon
Fixed support for resolution scale for the PostProcessVisualizeComplexity
#jira UE-29473
Change 2947903 on 2016/04/19 by Gil.Gribb
Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering)
Change 2948019 on 2016/04/19 by Rolando.Caloca
DR - Allow vk format as a target format for win
Change 2948162 on 2016/04/19 by Simon.Tovey
Fix for crash with Collision visualization.
Change 2948419 on 2016/04/19 by Martin.Mittring
fixed sort priority of translucent rendering (caused by recent checkin)
Change 2948433 on 2016/04/19 by Martin.Mittring
fixed memory handling of FRendererViewExtension
Change 2948631 on 2016/04/19 by Martin.Mittring
fixed compile error on Mac
Change 2948832 on 2016/04/19 by Martin.Mittring
fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues)
Change 2949013 on 2016/04/19 by Martin.Mittring
refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping
this is useful for MeshDecals
#test:PC, parallel on and off
Change 2949620 on 2016/04/20 by Martin.Mittring
fixed compiler warning
Change 2949639 on 2016/04/20 by Uriel.Doyon
Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader
Change 2949721 on 2016/04/20 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#jira UE-29089
Change 2949722 on 2016/04/20 by Chris.Bunner
Prevent nullptr crash and added additional logging.
#jira UE-28387
Change 2949913 on 2016/04/20 by Martin.Mittring
marked ccommand as cheat
Change 2950064 on 2016/04/20 by Martin.Mittring
added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background
Change 2950065 on 2016/04/20 by Martin.Mittring
nicer debug printout
Change 2950201 on 2016/04/20 by Martin.Mittring
fixed UE-29752 Console commands input with " = " should display an error message
Change 2950531 on 2016/04/20 by Martin.Mittring
fixed comment
Change 2951737 on 2016/04/21 by HaarmPieter.Duiker
Adds support forHDR displays using Dolby PQ output
Change 2951869 on 2016/04/21 by Martin.Mittring
polish r.DisplayInternal
Change 2951950 on 2016/04/21 by HaarmPieter.Duiker
Reordered variable definition to address build warning
Change 2951996 on 2016/04/21 by Martin.Mittring
fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation",
changed directory order
to run locally it currently requires "r.ScreenshotDelegate=0"
#code_review:Ben.Salem, Michael.Noland
Change 2952146 on 2016/04/21 by Olaf.Piesche
make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures
Change 2952230 on 2016/04/21 by Martin.Mittring
* Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec .
* changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber
#code_review:Daniel.Wright
Change 2953173 on 2016/04/22 by Olaf.Piesche
Adding UI for easilly browsing and switching in a folder full of stats dumps
Change 2953213 on 2016/04/22 by Olaf.Piesche
Renaming a stat to be more descriptive
Change 2953393 on 2016/04/22 by Zabir.Hoque
Get DX12 running again:
- Port Shader Resource Table change
- Line up VS outputs and ps inputs
- Fix incorrectly defining a static global in a .h
Change
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5f4d6e257c |
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Rendering @ 2943238)
#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
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fcf22babb9 |
Copying //UE4/Dev-Rendering to Dev-Main (Source //UE4/Dev-Rendering@2932636)
#lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2917472 on 2016/03/21 by Rolando.Caloca DR - Fix SCW directcompile arguments, add -pipeline Change 2919580 on 2016/03/23 by Rolando.Caloca DR - HlslParser - Fix for used elements (sparrow's arrow was showing when it shouldn't) Arrays of input/outputs are now flattened so disjoint entries can be optimized out (and fixes a bug) #jira OR-15380 #tests Run game with sparrow, test with slomo to check for gfx glitches Change 2919660 on 2016/03/23 by Rolando.Caloca DR - Latest vk changes (from dev mobile's 2916881 to 2919157) Change 2919902 on 2016/03/23 by Rolando.Caloca DR - Fix skeletal meshes decrementing stats twice #codereview Marcus.Wassmer #jira UE-28478 Change 2920020 on 2016/03/23 by David.Hill #Jira UE-28503 EyeAdapation when used in material shader may not be initialized. #rb olaf.piesche Change 2920071 on 2016/03/23 by Rolando.Caloca DR - Remove old vk define - Started moving around direct calls to queue submit Change 2920252 on 2016/03/23 by Rolando.Caloca DR - Changes vk structs to classes Change 2920314 on 2016/03/23 by Olaf.Piesche Add -windowed to standalone game PIE command line to avoid PIE launching in full screen #jira UE-27870 #codereview michael.trepka Change 2920745 on 2016/03/24 by Uriel.Doyon Texture streaming build now takes into account the material texcoord scales applied to the texture sampling. Also finds out which texcoord is being used when sampling textures (between 0 and 3 currently). TexCoord analysis debug view shaders is now working with SM4 ane SM5. StaticMeshComponents hold persistent data coming from the texture streaming build. #tests tested with different Paragon assets. Editor SM4 & SM5. Cooked maps #codereview marcus.wassmer Change 2921335 on 2016/03/24 by Uriel.Doyon Added missing static keyword for locally defined console variable. #codereview rolando.caloca Change 2921416 on 2016/03/24 by Uriel.Doyon Revert enabling debugview shaders on non PC platforms (until properly tested and debugged) Change 2921446 on 2016/03/24 by Daniel.Wright Planar reflection mesh Change 2921530 on 2016/03/24 by Daniel.Wright Manual revert of Ronin planar reflections #codereview Ryan.Vance Change 2921608 on 2016/03/24 by Uriel.Doyon Updated texture streamer to take into account the new HLOD texture group. Change 2921677 on 2016/03/24 by Daniel.Wright Distance Field Specular Occlusion * Prototype - disabled by default Change 2921681 on 2016/03/24 by Daniel.Wright UnmappedTexelsPercentage is now 100 based Change 2921682 on 2016/03/24 by Daniel.Wright Planar reflections * New actor and component * The scene is rendered to texture with a mirrored camera and a clip plane each frame * The reflection texture is then applied to opaque pixels in a deferred pass, with distance and angle from plane fades * Translucent materials apply the nearest reflection plane in the base pass * Planar reflections require the project setting 'Support global clip plane for Planar Reflections' to be enabled, since writing to SV_ClipDistance all the time adds about 15% BasePass GPU time on PS4 * Fixed global distance field in materials which had been broken since moving global distance field properties into the view uniform buffer * Fixed PS4 removing system-value semantics when output from vertex shader and not read in next stage Change 2921734 on 2016/03/24 by Uriel.Doyon Fixed tessellated cube having wrong UVs #jira UE-28379 Change 2922063 on 2016/03/24 by Daniel.Wright Removed planar reflection debug code Change 2922428 on 2016/03/25 by Chris.Bunner Delete FShaderPipeline objects when clearing TMaterialShaderMaps. #rb Rolando.Caloca #jira UE-28621 Change 2922803 on 2016/03/25 by Rolando.Caloca DR - New cmd buffer management (disabled) - Move cmd buffer out of pending state and into context - Do not hardcode # cmd buffers - Move back buffer image mgmt into swapchain - Fixed some image layout transition bugs Change 2923056 on 2016/03/25 by Rolando.Caloca DR - Initial fix for canvas locking inside a render pass [CL 2932649 by Gil Gribb in Main branch] |
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0711601519 |
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2879377 on 2016/02/24 by Gil.Gribb
UE4 - Added render thread start and stop delegates. GitHub 2006.
#Jira UE-26184
Change 2879378 on 2016/02/24 by Gil.Gribb
UE4 - Avoided using TG_PrePhysics as the first tickgroup so that licensees can add tickgropups.
https://udn.unrealengine.com/questions/279126/code-assumes-that-tg-prephysics-is-the-first-tick.html
#Jira UE-26971
Change 2879382 on 2016/02/24 by Gil.Gribb
UE4 - Tweaked automation test framework by request from UDN post.
Change 2879727 on 2016/02/24 by Martin.Mittring
adding debug info for Optimus driver detection issue
#rb:Benjamin.Hyder
#Test:PC
Change 2879728 on 2016/02/24 by Martin.Mittring
fixed and improved VisualizeMotionBlur
#rb:David.Hill
#test:PC
Change 2879729 on 2016/02/24 by Martin.Mittring
added AngleBetweenVectors() and variants to the FastMath library
#rb:David.Hill
#code_review:Brian.Karis
Change 2880133 on 2016/02/24 by David.Hill
new r.DepthOfFieldQualitySetting
for GDC squencer demo
#rb:Martin.Mittring
- OR-15875
Change 2880314 on 2016/02/24 by Daniel.Wright
Fixed uses of FDepthDrawingPolicyFactory being affected by bUseAsOccluder
* This fixes preshadows on HISMC and foliage
Change 2880338 on 2016/02/24 by Martin.Mittring
added SkinCache.Debug cvar
#rb:Lina.Halper
#test:PC
Change 2880344 on 2016/02/24 by Daniel.Wright
Added the ability to apply DFAO to static indirect lighting, controlled by r.AOApplyToStaticIndirect
* Lightmaps, stationary skylight and reflection captures are all affected
* Specular occlusion on reflection captures requires a fair amount of tweaking of r.SkySpecularOcclusionStrength, MinOcclusion and MaxOcclusionDistance for good quality
* For now, a movable skylight with low intensity (.0001) must be placed to control MaxOcclusionDistance and MinOcclusion
Change 2880346 on 2016/02/24 by Daniel.Wright
Added several cvars to expose mesh distance field limits, which allows higher quality
* r.DistanceFields.MaxPerMeshResolution
* r.DistanceFields.DefaultVoxelDensity
* r.DistanceFields.AtlasSizeXY
* r.DistanceFields.AtlasSizeZ
Change 2881304 on 2016/02/25 by Gil.Gribb
UE4 - Increased the priority of cloth tasks because these are on the critical path.
Change 2881306 on 2016/02/25 by Gil.Gribb
UE4 - Added cvar to control background tick list cleanup.
Change 2881790 on 2016/02/25 by Daniel.Wright
Screen size fading is only applied to spot and point lights
Change 2882077 on 2016/02/25 by Daniel.Wright
DFAO indirect occlusion on static lighting is now correctly applied to IndirectIrradiance
Change
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bb70b349ce |
Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden [CL 2819020 by Matthew Griffin in Main branch] |
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c7b6303e56 |
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright |
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8c7861c485 |
UAV resource transition support. Validation for UAV transitions.
Some RenderTarget validation fixes. [CL 2708113 by Marcus Wassmer in Main branch] |
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445543fd51 |
First pass at new RHITransitionResources API.
Rendertarget transitions are completed and validated on DX11 and PS4 RHI's. [CL 2700116 by Marcus Wassmer in Main branch] |
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11ff098ea0 |
Bind clear color to rendertargets at creation time.
#codereview Rolando.caloca [CL 2615534 by Marcus Wassmer in Main branch] |
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356a7d8f96 |
UE4 - Large upgrade to parallel rendering. No longer block per pass. Several RHI cmdlist passthrough functions added and implemented on the consoles
[CL 2570510 by Gil Gribb in Main branch] |
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2bbc99e625 |
Fixed crash with DFAO in scene captures where the velocity pass is not supported
[CL 2548280 by Daniel Wright in Main branch] |
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b99d773644 |
Distance Field AO is now evaluated on a screen grid and using a global distance field for far traces
* Screen grid resolution is 1/8th of primary resolution, but with 4x temporal supersampling through jittering subsample positions. A longer history filter is required to hide the jittering which can increase ghosting. * The main benefit of doing cone tracing on a screen grid instead of the previous surface cache is that it's performance is generally constant regardless of camera movement or noisy geometry (foliage) * A global distance field is now used for cone traces after a certain distance, DFAO is 2-4x faster as a result. * The global distance field is composed of 4 128^3 clipmaps that follow the camera around * Clipmaps are scrolled so that only new or dirty regions are updated due to camera or object movement, with close to 0 average GPU cost. Worst case update cost (camera teleport) is 5ms on 7870. * The global distance field currently breaks Distance Field GI * Overall with these changes DFAO in a Fortnite level is 3.4ms on a 7870 (3.8ms on PS4), and 4.0ms in the Kite demo on 7870. [CL 2546300 by Daniel Wright in Main branch] |