Commit Graph

25 Commits

Author SHA1 Message Date
Marcus Wassmer
2826204161 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#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	Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.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]
2017-03-21 17:46:52 -04:00
Rolando Caloca
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 3259270 on 2017/01/16 by Daniel.Wright

	[Copy] 'r.MSAACount 1' now produces no MSAA or TAA.  'r.MSAACount 0' can be used to toggle TAA on for comparisons.

Change 3259652 on 2017/01/16 by Uriel.Doyon

	Better support for static primitive becoming dynamic.

Change 3260107 on 2017/01/17 by Ben.Woodhouse

	Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
	#jira UE-40717

Change 3260594 on 2017/01/17 by Daniel.Wright

	Added a new global distance field (4x 128^3 clipmaps) which caches mostly static primitives (Mobility set to Static or Stationary)
	* The full global distance field inherits from the mostly static cache, so when a Movable primitive is modified, only other movable primitives in the vicinity need to be re-composited into the global distance field
	* Global distance field update cost with one large rotating object went from 2.5ms -> .2ms on 970GTX and 4.6ms -> .3ms.  Worst case full volume update is mostly the same.
	* Adds 12Mb for the new volume textures

Change 3260956 on 2017/01/17 by Daniel.Wright

	Structured buffers for DF object data
	* Full global distance field clipmap composite 3.0ms -> 2.0ms due to scalarized loads

Change 3261296 on 2017/01/17 by Daniel.Wright

	Exposed MaxObjectsPerTile with 'r.AOMaxObjectsPerCullTile' and lowered the default from 512 to 256, saves 17Mb of object tile culling data structures
	Removed unnecessary UAV transitions preventing object and global cone tracing from overlapping, saves ~.1ms

Change 3262036 on 2017/01/18 by Ben.Salem

	V0 of Perf monitor plugin for easily consumable stat csvs. With plugin enabled, enter PerformanceMonitor help into the console to get usage details.

Change 3262056 on 2017/01/18 by Chris.Bunner

	Remove inverse tonemapping when rendering HDR output.
	#jira UE-40728

Change 3262661 on 2017/01/18 by Rolando.Caloca

	DR - Add missing SetStencilRef() and SetBlendFactor() on most RHIs
	- Fix hash for PSOs

Change 3263674 on 2017/01/19 by Chris.Bunner

	PR #3144: Improved error messages (Contributed by DarkSlot)
	#jira UE-40835

Change 3264150 on 2017/01/19 by Ben.Woodhouse

	Add support for single threaded in FMonitoredProcess. Deprecated IsRunning() in favour of a new Update() method because polling IsRunning is not compatible with -nothreading mode
	#jira UE-40841

Change 3264153 on 2017/01/19 by Ben.Woodhouse

	Integrate latest changes from MS-DX12 CLs 3231395-3262526

	- Added WinPixEventRuntime.tps
	- Includes PIX support, various optimizations (saved 1.3ms in testbed scene)

	CL 3262343:
	Fix depth testing on translucency not working correctly after cl 3231395. This change reapplies the D3D12RHI changes from CL 3231395 because those changes were lost when integrating from //Dev-Rendering/ but also includes the depth fixes:
	 - Fix depth state not being in DEPTH_READ for use as depth read. The issue was HasDepthBits and HasStencilBits wern't intended for SRV formats and always returned false in the SRV case.

	CL 3231395:
	  Update D3D12 RHI:
	 - Fix deferred MSAA path in RHI
	 - Add Pix3.h support
	 - Cleanup SetName usage and remove it from shipping builds.
	 - Fix fence reuse bug. We were signaling MAX UINT (-1) and then waiting for 0, which was always signaled. This change also removes the fence value reset code, there is no need to reset a fence to a previous value.
	 - Use FPlatformAtomics::InterlockedIncrement instead of InterlockedIncrement64
	 - Use InterlockedIncrement() instead of _InterlockedIncrement() and use the FPlatformAtomics:: version.
	 - Fix possible readback heap being evicted while in use. GetQueryData happens on the render thread and isn't tied to a command list so we should always have readback heaps resident.

Change 3264251 on 2017/01/19 by Mark.Satterthwaite

	Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
	#jira UE-40803

Change 3264642 on 2017/01/19 by Daniel.Wright

	Raised GMaxShadowDepthBufferSizeX to max texture resolution on most platforms, was previously 4096.

Change 3265330 on 2017/01/20 by Ben.Salem

	Stop performance plugin from building in Win32.
	#tests recompiled and preflighted

Change 3265678 on 2017/01/20 by Marcus.Wassmer

	Fix bad declaration.
	#3055

Change 3266656 on 2017/01/20 by Mark.Satterthwaite

	Changes to the FShaderCache to restore it and extend it to optionally report on shader de-duplication when generating a binary shader cache (Console Variable: r.BinaryShaderCacheLogging).

	Duplicate & amend CL #3266053 from Trepka:
	Fixed issues with shader cache not working properly with Mac Metal (but it still requires -norhithread to work at all). Enabled the shader cache by default if RHI thread is disabled.

	Amend & integrate RCO's CL #3197085.

Change 3267741 on 2017/01/23 by Rolando.Caloca

	DR - Detect duplicated shader and pipeline types

Change 3268600 on 2017/01/23 by Uriel.Doyon

	Added missing r.Streaming.MaxEffectiveScreenSize config to base texture scability settings.
	Integrated CL 3227368 from Orion stream
	Enabled r.Streaming.UsePerTextureBias by default as this has been tested in Orion for several months.
	Fixed issue with the  InvestigateTexture command which could return invalid reference depending on the timing,
	Added th MaxEffectiveScreenSize settings in the investigate texture command.

Change 3269512 on 2017/01/24 by Richard.Wallis

	Fix for shader binary cache uncompress data size during internal shader log.

Change 3271237 on 2017/01/25 by Ben.Woodhouse

	D3D12 updateTexture2D crash fix

	#jira UE-41059

Change 3271564 on 2017/01/25 by Olaf.Piesche

	#jira UE-40980
	#udn 325525

	Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe

Change 3271594 on 2017/01/25 by Ben.Woodhouse

	ESRAM support stage 1:
	Implemented noncontiguous ESRAM page allocator replacing XgMemoryLayout API. The allocator allocates non-contiguous ranges of pages and maps them onto a contiguous virtual address range.
	Unlike the previous implementation, this allocator frees pages for reuse when resources are destroyed
	Note: issues with deferred deallocation may prevent reuse in many cases - that will be addressed in the next stage
	Support for the old allocator is still available (for now) via the define NEW_ESRAM_ALLOCATOR
	#fyi rolando.caloca

Change 3272616 on 2017/01/25 by Rolando.Caloca

	DR - Update shader version

Change 3273138 on 2017/01/26 by Ben.Woodhouse

	Fix merge issue with MonitoredProcess.cpp (this arose from an integration made as an edit in dev-rendering, which confused perforce when the change was subsequently integrated from main)

[CL 3274498 by Rolando Caloca in Main branch]
2017-01-26 19:20:49 -05:00
Marcus Wassmer
5bb93c997e Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742)
#lockdown Nick.Penwarden
#rb none

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

Change 3232283 on 2016/12/13 by Ben.Woodhouse

	D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
	#jira UE-36999

Change 3232641 on 2016/12/13 by Mark.Satterthwaite

	- Eliminate redundant state changes in MetalRHI in the state cache.
	- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
	- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
	- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.

Change 3232661 on 2016/12/13 by Mark.Satterthwaite

	Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later.

Change 3232759 on 2016/12/13 by Ben.Woodhouse

	Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN
	https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html

Change 3232803 on 2016/12/13 by Ben.Marsh

	Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well.

Change 3232836 on 2016/12/13 by Ben.Marsh

	Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs.

Change 3232974 on 2016/12/13 by Rolando.Caloca

	DR - Refactor common code to UWorld::RecreateScene
	#jira UE-36719
	PR #2824

Change 3232976 on 2016/12/13 by Ben.Marsh

	Add missing dependency on tools node for Mac cooks. Need to compile SCW first.

Change 3233289 on 2016/12/13 by Olaf.Piesche

	Fixing potentially broken spot/point light fade with old content; initialize new properties properly

Change 3233811 on 2016/12/13 by Mark.Satterthwaite

	Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.

Change 3233854 on 2016/12/13 by Mark.Satterthwaite

	More information about texture type validation errors in Metal.

Change 3234650 on 2016/12/14 by Rolando.Caloca

	DR - vk - Fix bad aspect on depth cubemaps

Change 3234651 on 2016/12/14 by Rolando.Caloca

	DR - vk - Fix for 32 bit crash on dump layer

Change 3234813 on 2016/12/14 by Guillaume.Abadie

	Fixes texture mask static lighting when using GBuffer selective outputs.

	#jira UE-39527

Change 3235047 on 2016/12/14 by Uriel.Doyon

	Refactored HLOD texture streaming strategy to separate forced load from visibility.
	Added an incremental update in the last stage of the texture streaming update load to clear any pending work.
	Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything.

Change 3235317 on 2016/12/14 by Uriel.Doyon

	Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo.

Change 3235431 on 2016/12/14 by Rolando.Caloca

	DR - Fix for Vulkan drawing black

Change 3236788 on 2016/12/15 by Mark.Satterthwaite

	Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.

Change 3236850 on 2016/12/15 by Mark.Satterthwaite

	Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
	#jira UE-39801

Change 3237002 on 2016/12/15 by Benjamin.Hyder

	submitting updated TM-Shadermodels map

Change 3237312 on 2016/12/15 by Rolando.Caloca

	DR - Change more macros to lambdas

Change 3237394 on 2016/12/15 by Mark.Satterthwaite

	Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
	#jira UE-39799

Change 3237490 on 2016/12/15 by Daniel.Wright

	Fixed ULandscapeComponent::GetUsedMaterials

Change 3237597 on 2016/12/15 by Ben.Woodhouse

	Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.

	It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.

Change 3237654 on 2016/12/15 by Daniel.Wright

	Non-editor compile fix

Change 3238229 on 2016/12/16 by Rolando.Caloca

	DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it

Change 3238236 on 2016/12/16 by Rolando.Caloca

	DR - Compile fixes

Change 3238280 on 2016/12/16 by Marc.Olano

	Small optimization to Lanczos-3 upsample shader code.

Change 3238321 on 2016/12/16 by Rolando.Caloca

	DR - Compile fix

Change 3238331 on 2016/12/16 by Rolando.Caloca

	DR - compile fix

Change 3238495 on 2016/12/16 by Marc.Olano

	Replace TEA random number generator with PCG.

	Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled.

Change 3238496 on 2016/12/16 by Marc.Olano

	Tone mapping fix for OR-31752, cherry picked from Orion 3208273

	Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance.

Change 3238520 on 2016/12/16 by Rolando.Caloca

	DR - CIS Fix

Change 3238571 on 2016/12/16 by Rolando.Caloca

	DR - CIS fix

Change 3238605 on 2016/12/16 by Daniel.Wright

	Sharing IndirectLightingCacheTextureSampler samplers

Change 3238626 on 2016/12/16 by Daniel.Wright

	Ray Traced Distance Field Shadow optimizations
	* Tighter light space tile culling
	* Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance
	* Depth bounds test on upsample
	* Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality
	* RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes

Change 3238652 on 2016/12/16 by Rolando.Caloca

	DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead

Change 3238855 on 2016/12/16 by Rolando.Caloca

	DR - Added FRHITexture2D GetSizeXY

Change 3238881 on 2016/12/16 by Rolando.Caloca

	DR - CIS fix

Change 3239008 on 2016/12/16 by Arne.Schober

	DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands

Change 3239012 on 2016/12/16 by Arne.Schober

	DR - missing file

Change 3239255 on 2016/12/17 by Rolando.Caloca

	DR - Remove shader clears from D3D11

Change 3239690 on 2016/12/19 by Rolando.Caloca

	DR - vk - Misc fixes from 1.0.37.00 SDK warnings

Change 3239964 on 2016/12/19 by Rolando.Caloca

	DR - Fix click on editor not showing selected

Change 3239995 on 2016/12/19 by Rolando.Caloca

	DR - Enable dist field on GL4 & Vulkan SM5

Change 3240162 on 2016/12/19 by Daniel.Wright

	Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code

Change 3240163 on 2016/12/19 by Daniel.Wright

	Distance field self shadowing controls for hiding world position offset self-shadow artifacts
	* Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows
	* Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground

Change 3240271 on 2016/12/19 by Daniel.Wright

	Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough.  Saves 10mb of tile culling buffers.

Change 3240282 on 2016/12/19 by Rolando.Caloca

	DR - Proper fix for hit proxies clear
	- Added missing stencil ref to DrawClearQuad

Change 3240316 on 2016/12/19 by Rolando.Caloca

	DR - vk - Fixed some new 1.0.37.0 warnings

Change 3240354 on 2016/12/19 by Rolando.Caloca

	DR - Dev shaders on sm4/5

Change 3240759 on 2016/12/20 by Rolando.Caloca

	DR - Fix bad crc on GL element declarations

Change 3240895 on 2016/12/20 by Rolando.Caloca

	DR - vk - Swapchain fixes

Change 3241057 on 2016/12/20 by Rolando.Caloca

	DR - vk - Fix resize on desktop

Change 3241112 on 2016/12/20 by Rolando.Caloca

	DR - vk - Fix 1.0.37.0 warnings
	- Ignore some warnings we know we can't fix

Change 3241310 on 2016/12/20 by Rolando.Caloca

	DR - vk - Fix crash

Change 3241417 on 2016/12/20 by Daniel.Wright

	[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios

Change 3241990 on 2016/12/21 by Daniel.Wright

	Converted DistanceFieldVolume data to BulkData
	* FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s

Change 3242005 on 2016/12/21 by Daniel.Wright

	Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity

Change 3242295 on 2016/12/21 by Bob.Tellez

	Duplicating CL#3242294 from //Fortnite/Main

	#UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled

Change 3242487 on 2016/12/21 by Marcus.Wassmer

	Fix typo

Change 3243091 on 2016/12/22 by Daniel.Wright

	Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS

Change 3243161 on 2016/12/22 by Uriel.Doyon

	New async tasks for the streaming update. Optimizing the biggest frame cost.

Change 3243179 on 2016/12/22 by Uriel.Doyon

	Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask

Change 3243236 on 2016/12/22 by Daniel.Wright

	Fixed DFAO bilateral upsample
	* Depth buffer was being unbound due to lack of DepthRead_StencilNop

Change 3243452 on 2016/12/23 by Ben.Woodhouse

	Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners
	#jira UE-35247

Change 3243512 on 2016/12/23 by Uriel.Doyon

	Improved task system for texture streaming.

Change 3243742 on 2016/12/26 by Rolando.Caloca

	DR - vk - Fix UAV clears
	- Removed old validation layer
	- Print found device layers

Change 3243745 on 2016/12/27 by Rolando.Caloca

	DR - vk - Fix for texture cube arrays
	- Warning for ClearUAVs

Change 3243762 on 2016/12/27 by Rolando.Caloca

	DR - vk - Always use pipeline cache

Change 3244450 on 2016/12/31 by Rolando.Caloca

	DR - vk - Pre reqs for separate transfer queue

Change 3244453 on 2016/12/31 by Rolando.Caloca

	DR - vk - Win32 compile fix

Change 3244756 on 2017/01/03 by Marcus.Wassmer

	Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3244757 on 2017/01/03 by Marcus.Wassmer

	Niagara is still experimental in non-task branches.

Change 3245059 on 2017/01/03 by Benjamin.Hyder

	Submitting TM-TrigNodes map

Change 3245500 on 2017/01/03 by Olaf.Piesche

	Compile fix #1 for post-merge problems

Change 3245572 on 2017/01/03 by Olaf.Piesche

	(Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool.

Change 3245683 on 2017/01/03 by Marcus.Wassmer

	Fix some niagara warnings

Change 3245732 on 2017/01/03 by Marcus.Wassmer

	Fix Niagara compile on clang platforms.
	Fix a few warnings / static analysis things as well.

Change 3246403 on 2017/01/04 by Rolando.Caloca

	DR - vk - Fix bogus warning

Change 3246432 on 2017/01/04 by Marcus.Wassmer

	Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3246538 on 2017/01/04 by Rolando.Caloca

	DR - vk - Show hitch time for compute psos

Change 3246580 on 2017/01/04 by Rolando.Caloca

	DR - vk - compile fix

Change 3246610 on 2017/01/04 by Rolando.Caloca

	DR - Compute PSO pre reqs

Change 3246707 on 2017/01/04 by Marcus.Wassmer

	Add missing integer operations to UnrealMathDirectX.h

Change 3246786 on 2017/01/04 by Marcus.Wassmer

	Avoid public dependency build errors.  Should probably just remove the DDCUtils module instead

Change 3246828 on 2017/01/04 by Olaf.Piesche

	UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view.

Change 3247026 on 2017/01/04 by Rolando.Caloca

	DR - Remove CrossCompilerTool as it's not required anymore

Change 3247086 on 2017/01/04 by Marcus.Wassmer

	Remove includes for Core.h monolithic header

Change 3247227 on 2017/01/04 by Marcus.Wassmer

	Fix typo and compile errors.

Change 3247228 on 2017/01/04 by Marcus.Wassmer

	Use crossplatform intrinsics

Change 3247229 on 2017/01/04 by Marcus.Wassmer

	Implement missing integer NEON operations.
	Change NEON vectorint to match name and sign from other platforms

Change 3247245 on 2017/01/04 by Marcus.Wassmer

	Fixing various warnings/errors from clang platforms (Mac/Linux)

Change 3247331 on 2017/01/04 by Marcus.Wassmer

	More Mac/clang fixes

Change 3247958 on 2017/01/05 by Marcus.Wassmer

	VectorInt < - > Float ops should be conversions not reinterpret cast

Change 3247959 on 2017/01/05 by Marcus.Wassmer

	Add missing ops to non-vector header

Change 3247964 on 2017/01/05 by Rolando.Caloca

	DR - Temp fix for crash
	#jira UE-40211

Change 3248067 on 2017/01/05 by Rolando.Caloca

	DR - Static analysis fixes
	#jira UE-40167

Change 3248284 on 2017/01/05 by Rolando.Caloca

	DR - Linuix Compile fix
	#jira UE-40260

Change 3248288 on 2017/01/05 by Rolando.Caloca

	DR - Linux compile fix
	#jira UE-40264

Change 3248399 on 2017/01/05 by Brian.Karis

	Filtered importance sampling for envmap prefiltering.

	Fixed SSR on clearcoat with skylight only.

Change 3248503 on 2017/01/05 by Rolando.Caloca

	DR - Linux fixes
	#jira UE-40264

Change 3248666 on 2017/01/05 by Brian.Karis

	Fix GL compile error

Change 3248740 on 2017/01/05 by Marcus.Wassmer

	Fix linux and clang errors/warnings

Change 3248851 on 2017/01/05 by Marcus.Wassmer

	Simplest fix for ES2 compile errors

Change 3249217 on 2017/01/06 by Simon.Tovey

	Speculative fix for static analysis warning

Change 3249296 on 2017/01/06 by Ben.Woodhouse

	XB1/Fast semantics:
	Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
	This fixes bloom and diffuse irradiance issues
	The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
	#jira UE-39727
	#jira UE-40238

Change 3249300 on 2017/01/06 by Ben.Woodhouse

	Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296

Change 3249387 on 2017/01/06 by Rolando.Caloca

	DR - Fix GL clear issues
	#jira UE-40254

Change 3249435 on 2017/01/06 by Ben.Woodhouse

	Duplicated from UT CL 3238664
	Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
	Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
	#jira UT-6891
	#jira UE-39842

Change 3249721 on 2017/01/06 by Marcus.Wassmer

	Remove final references to non-existent Niagara data

Change 3249742 on 2017/01/06 by Marcus.Wassmer

	Fix missing GPU particles on Mac.
	Pointers getting reused is causing the blendstate equality operator to fail.
	Simple workaround until we have time for a proper fix.

[CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Marcus Wassmer
1eabdaf700 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450)
#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]
2016-12-02 16:43:04 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

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

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

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

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

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

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

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

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

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

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

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

	DR - vk - Prep work for state key changes

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

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

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

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

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

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

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

	DR - vk - Show object on vulkan validation msgs

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

	DR - vk - Fix pipelines being used with incompatible renderpasses

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

	DR - vk - Fix layout when reading textures on CPU

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

	DR - vk - compile fix

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

	Added a warning about shader compile times to the material tooltip

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

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

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

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

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

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

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

	UE-37020

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

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

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

	DR - Added support for hlslcc header to have custom parsing

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

	DrawWireCone  confusion:

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

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

	DR - vk - Fix timestamps for frame

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

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

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

	UE-37484

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

	DR - vk - Enable GRHISupportsBaseVertexIndex

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

	DR - vk - SM4 UB prep

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

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

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

	DR - vk - Added query timer
	- Fixed inline issues

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

	DR - vk - Fixes for out of stencil bits

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

	DR - vk - Fixes for Elemental

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

	DR - vk - Fix for r.Vulkan.UseRealUBs

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

	DR - vk - Move UB ring buffer to context

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

	DR - vk - Fix buffer barriers

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

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

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

	DR - vk - Wait for swapchain counter

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

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

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

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

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

	DR - hlslcc Linux path fix

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

	Fixed global distance field seam artifacts from landscapes with no subsections

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

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

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

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

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

	PS4 compile fix

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

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

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

	Dr - vk - Call reset queries outside render pass

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

	DR - Switch clear

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

	DR - Try to catch crash ahead of time

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

	DR - vk - Rename RenderPassState to TransitionState

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

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

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

	Added ShadowResolutionScale to lightcomponent

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

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

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

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

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

	DR - vk - Remove redundant renderpasses

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

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

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

	Better draw event for IndirectCapsuleShadows in stereo

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

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

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

	Static analysis workaround

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

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

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

	Fixing CIS warnings.

[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
Gil Gribb
ab5d7150f4 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none

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

Change 3122543 on 2016/09/13 by Ben.Woodhouse

	Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.

	#jira UE-35878

Change 3122544 on 2016/09/13 by Ben.Woodhouse

	Shadow stencil optimisation with cvar (enabled by default)

	Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.

	This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)

	Shadow projection GPU time profiling :
	Test map with 35 characters, stationary directional light
	  - 4ms-2ms on XB1
	  - 2.5ms to 0.9ms on PC (r9-390X)
	  - 3ms-2ms on PS4

	Paragon PS4 (roughly 20% reduced - from ~0.39ms)

Change 3122687 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fix ES31 crash

Change 3122691 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fixes for SDK 1.0.26.0

Change 3122778 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fix number of layers on barrier

Change 3122921 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fix ES3.1

Change 3122925 on 2016/09/13 by Ben.Woodhouse

	Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
	#jira UE-35904

Change 3123016 on 2016/09/13 by Chris.Bunner

	Fixed adaptive tessellation, broken by CL 3089208 refactor.
	#jira UE-35341

Change 3123079 on 2016/09/13 by Rolando.Caloca

	DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)

Change 3123503 on 2016/09/13 by David.Hill

	#jira UE-25623
	converted a check() to checkf() to include better diagnostic information.

Change 3123617 on 2016/09/13 by Guillaume.Abadie

	Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.

	#jira UE-35128

Change 3123743 on 2016/09/13 by Brian.Karis

	Separate mesh reduction interfaces for static and skeletal.

	Zero bad tangents from input mesh.

Change 3125378 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.

Change 3125527 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Fix UT build and mac

Change 3125741 on 2016/09/14 by Rolando.Caloca

	DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)

Change 3125763 on 2016/09/14 by Rolando.Caloca

	DR - vk - Added new Renderpass cache
	- Fix buffer barrier warning

Change 3125769 on 2016/09/14 by Rolando.Caloca

	DR - Renamed cvar to r.DumpSCWQueuedJobs

Change 3125771 on 2016/09/14 by Rolando.Caloca

	DR - Added support for SV_ClipDistance on GL3 & 4

Change 3125792 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Fix Odin and PS4

Change 3125880 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Fix Fortnite

Change 3125968 on 2016/09/14 by Brian.Karis

	Removed comment

Change 3126315 on 2016/09/15 by Ben.Woodhouse

	GPU profiler robustness
	-  Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
	- Simplify gathering logic
	- Fix race condition where we could read back queries before they're submitted on the RHI thread.
	- Fix for movie player stat gathering - disable gathering outside of the main engine tick
	#jira UE-35975

Change 3126792 on 2016/09/15 by Rolando.Caloca

	DR - vk - Release render pass cache

Change 3126804 on 2016/09/15 by Rolando.Caloca

	DR - vk - Fix UpdateTexture2D()
	#jira UE-34151

Change 3126884 on 2016/09/15 by Rolando.Caloca

	DR - vk - Compile fix

Change 3126953 on 2016/09/15 by Rolando.Caloca

	DR - Enable GPU capture when running OpenGL under RenderDoc
	- Will also set the memory mode to non coherent so not to kill performance on RenderDoc

Change 3126966 on 2016/09/15 by Rolando.Caloca

	DR - Allow cooking for Vulkan SM4 to help with packaging

Change 3127082 on 2016/09/15 by Guillaume.Abadie

	Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.

	#jira UE-35367, UE-33602, UE-33603, UE-33604
	#review-3125887 @brian.karis

Change 3127130 on 2016/09/15 by Mark.Satterthwaite

	Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
	#jira FORT-25869
	#jira UE-34263

Change 3127475 on 2016/09/15 by Rolando.Caloca

	DR - vk - Debug dump

Change 3128131 on 2016/09/16 by Ben.Woodhouse

	(Integrated from //UE4/Private-Partner-NREAL/...)

	Alpha output support for postprocess materials (optional via a parameter)

	Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)

Change 3128135 on 2016/09/16 by Ben.Woodhouse

	GPU profiler (PS4) - remove bubbles between commandlist submissions from query times

	Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)

	Also fixes some potential precision issues with unit GPU timing

Change 3128247 on 2016/09/16 by Rolando.Caloca

	DR - vk - Cache framebuffers

Change 3128593 on 2016/09/16 by Rolando.Caloca

	DR - vk - Fix for crash loading map
	#jira UE-36072

Change 3128759 on 2016/09/16 by Mark.Satterthwaite

	Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.

Change 3130236 on 2016/09/19 by Chris.Bunner

	Exposed full SceneCaptureComponent classes instead of select methods.
	#jira UE-35996

Change 3130388 on 2016/09/19 by Rolando.Caloca

	DR - Avoid crash when adding dynamic primitives
	#jira UE-35327

Change 3130393 on 2016/09/19 by Marc.Olano

	Improve vector noise tooltips & documentation

Change 3130547 on 2016/09/19 by Ben.Woodhouse

	Fix for ensure fail when initializing point light shadowmaps.

	This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.

	I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
	#jira UE-35837

Change 3130578 on 2016/09/19 by Daniel.Wright

	Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL

Change 3130682 on 2016/09/19 by Rolando.Caloca

	DR - Better fix for UE-35327
	#jira UE-35327

Change 3130767 on 2016/09/19 by Uriel.Doyon

	Better handling of color array in VisualizeComplexity code to prevent assert.
	#jira UE-29332

Change 3130965 on 2016/09/19 by Arne.Schober

	DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.

Change 3130967 on 2016/09/19 by Chris.Bunner

	Hid redundant texture sampler properties from texture object parameter.
	Hid redundant texture property input on texture parameter nodes.
	Fixed copy-paste error in expression texture parameter docs.
	#jira UE-32724

Change 3131118 on 2016/09/19 by Mark.Satterthwaite

	Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
	#jira FORT-25869
	#jira UE-34263

Change 3131153 on 2016/09/19 by Rolando.Caloca

	DR - Fix recompute normals when triangles have a LHS tangent basis

	Integrate from 3028634
	- Also make meshes that don't have morphs be able to run through the recompute normals path
	#jira UE-35472

Change 3131228 on 2016/09/19 by Mark.Satterthwaite

	Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
	#jira UE-35240

Change 3131246 on 2016/09/19 by Rolando.Caloca

	DR - Shrink gpu skinning permutations

Change 3131261 on 2016/09/19 by Mark.Satterthwaite

	Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
	ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.

Change 3131265 on 2016/09/19 by Mark.Satterthwaite

	Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.

Change 3131271 on 2016/09/19 by Mark.Satterthwaite

	Use private memory for the Metal stencil SRV workaround needed on El Capitan.

Change 3131273 on 2016/09/19 by Mark.Satterthwaite

	Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.

Change 3131280 on 2016/09/19 by Mark.Satterthwaite

	For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.

Change 3131283 on 2016/09/19 by Mark.Satterthwaite

	Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.

Change 3131402 on 2016/09/19 by Rolando.Caloca

	DR - Disambiguate callstack
	#jira UE-34415

Change 3131469 on 2016/09/19 by Rolando.Caloca

	DR - vk - Check if we can allocate descriptors off a pool

Change 3131482 on 2016/09/19 by Rolando.Caloca

	DR - vk - Remove unused var

Change 3131506 on 2016/09/19 by Mark.Satterthwaite

	With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.

Change 3131536 on 2016/09/19 by Rolando.Caloca

	DR - vk - Compile fix

Change 3131564 on 2016/09/19 by Rolando.Caloca

	DR - vk - Submit Hint
	- Disable framebuffer recycling as its causing a hang

Change 3131625 on 2016/09/19 by Mark.Satterthwaite

	Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.

Change 3131630 on 2016/09/19 by Mark.Satterthwaite

	More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.

Change 3131955 on 2016/09/20 by Gil.Gribb

	Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3131978 on 2016/09/20 by Gil.Gribb

	CIS fix

Change 3132584 on 2016/09/20 by Ben.Woodhouse

	Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling

	#jira UE-35937

Change 3132696 on 2016/09/20 by Mark.Satterthwaite

	Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.

Change 3132772 on 2016/09/20 by Mark.Satterthwaite

	Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.

Change 3132870 on 2016/09/20 by Ben.Woodhouse

	Fix mac compile error

Change 3133049 on 2016/09/20 by Brian.Karis

	Changed light source shapes in reflection captures to use alpha

Change 3133057 on 2016/09/20 by Brian.Karis

	Alphaed out on spot light cone as well.

Change 3133263 on 2016/09/20 by Rolando.Caloca

	DR - vk - Debug names for objects

Change 3133292 on 2016/09/20 by Rolando.Caloca

	DR - vk - Fix SRGB upload/formats

Change 3133395 on 2016/09/20 by Rolando.Caloca

	DR - vk - SM5 fixes

Change 3134026 on 2016/09/21 by Gil.Gribb

	Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3134663 on 2016/09/21 by Chris.Bunner

	Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
	#jira UE-34347

Change 3134730 on 2016/09/21 by Arne.Schober

	DR - [UE-34481] - Fix minor brokenness found by Gil

Change 3134792 on 2016/09/21 by Chris.Bunner

	Fixed compile errors for non-editor builds.

Change 3135214 on 2016/09/21 by Rolando.Caloca

	DR - vk - Fix visualize texture
	- Dump memory when OOM (to track leaks)

Change 3135225 on 2016/09/21 by Rolando.Caloca

	DR - vk - Ensure on exit if mem leak
	- Update fences if running wait for idle

Change 3135672 on 2016/09/22 by Gil.Gribb

	Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3135793 on 2016/09/22 by Rolando.Caloca

	DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer

Change 3135816 on 2016/09/22 by Rolando.Caloca

	DR - Add names for d3d on renderdoc

Change 3135894 on 2016/09/22 by Chris.Bunner

	Fixed initialization order warning.

Change 3136024 on 2016/09/22 by Rolando.Caloca

	DR - vk - Fix stencil faces

Change 3136042 on 2016/09/22 by Marcus.Wassmer

	Fix compile error

Change 3136046 on 2016/09/22 by Chris.Bunner

	Renamed material for PostTonemapHDRColor visualization to reflect actual usage.

Change 3136308 on 2016/09/22 by Uriel.Doyon

	Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
	#jira UE-36094

Change 3136798 on 2016/09/22 by Chris.Bunner

	Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.

Change 3137092 on 2016/09/22 by Rolando.Caloca

	DR - vk - Rename pipeline to gfx pipeline

Change 3137263 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3135157:
	Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
	#jira FORT-30061

Change 3137265 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3135169:
	Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).

Change 3137266 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3135237:
	Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.

Change 3137268 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3136033:
	To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
	Fix GPU selection code in MetalRHI to confirm everything is working.
	#jira FORT-30385

Change 3137269 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3137164:
	Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
	#jira FORT-30377

Change 3137606 on 2016/09/23 by Gil.Gribb

	Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3137936 on 2016/09/23 by Rolando.Caloca

	DR - Split RHICmdList clear into color & ds in prep for changes

Change 3138346 on 2016/09/23 by Rolando.Caloca

	DR - vk - Some renaming and splitting classes in prep for compute

Change 3138628 on 2016/09/23 by Rolando.Caloca

	DR - vk - Fix mem leak on framebuffers

Change 3138721 on 2016/09/23 by Daniel.Wright

	Better comment for r.DefaultFeature.AntiAliasing

Change 3138722 on 2016/09/23 by Daniel.Wright

	Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface

Change 3138723 on 2016/09/23 by Daniel.Wright

	Corrected GC doc

Change 3138892 on 2016/09/23 by Daniel.Wright

	Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build

Change 3138905 on 2016/09/23 by Daniel.Wright

	"Optimizations" -> "Optimization Viewmodes"

Change 3138939 on 2016/09/23 by Daniel.Wright

	Disabled the stationary light overlap viewmode with forward shading

Change 3139710 on 2016/09/26 by Rolando.Caloca

	DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture

Change 3139820 on 2016/09/26 by Rolando.Caloca

	DR - Remove prefix from shader frequency strings

Change 3139828 on 2016/09/26 by Marcus.Wassmer

	Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.

Change 3139840 on 2016/09/26 by Benjamin.Hyder

	Adding VectorNoise Examples to TM-Noise map

Change 3139862 on 2016/09/26 by Rolando.Caloca

	DR - Better log to track down crash
	#jira UE-36271

Change 3140142 on 2016/09/26 by Rolando.Caloca

	DR - Fix clang warning

Change 3140145 on 2016/09/26 by Rolando.Caloca

	DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters

Change 3140360 on 2016/09/26 by Daniel.Wright

	Lighting Scenarios and lightmaps moved to separate package
	* Levels can be marked as lighting scenarios (eg Day, Night).  Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden.  Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
	* Most outputs of the lighting build now go into a separate _BuiltData package.  This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
	* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package.  This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both).  This also means that lightmaps for a streaming level will not be streamed with it.
	* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
	* Reflection captures and precomputed visibility were not moved to the separate package.  Reflection captures are force updated on load of a lighting scenario level, which can increase load times.

Change 3140361 on 2016/09/26 by Daniel.Wright

	Lighting Scenarios UI

Change 3140582 on 2016/09/26 by Mark.Satterthwaite

	Duplicate CL #3140166
	Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
	#jira FORT-30551

Change 3140584 on 2016/09/26 by Mark.Satterthwaite

	Duplicate CL #3140131:
	Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
	#jira FORT-30622

Change 3140586 on 2016/09/26 by Mark.Satterthwaite

	Duplicate CL #3140450:
	Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
	#jira FORT-30649

Change 3140594 on 2016/09/26 by Zabir.Hoque

	Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.

Change 3140601 on 2016/09/26 by Marcus.Wassmer

	New 'Cinematic' Scalability level.  Remove unused 'new' motionblur CVAR

Change 3140602 on 2016/09/26 by Zabir.Hoque

	CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.

	#Tests: Fix was tested by licensee (GearBox).

Change 3140622 on 2016/09/26 by Rolando.Caloca

	DR - vk - More prep for sm5

Change 3140765 on 2016/09/26 by Rolando.Caloca

	DR - Fix ensure from bad clear depth surface

Change 3141251 on 2016/09/27 by Rolando.Caloca

	DR - vk - Rename & cleanup

Change 3141394 on 2016/09/27 by Rolando.Caloca

	DR - vk - Compute pipeline state

Change 3141463 on 2016/09/27 by Mark.Satterthwaite

	Fix the include order to avoid compile errors on Mac.

Change 3141529 on 2016/09/27 by Gil.Gribb

	Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3141830 on 2016/09/27 by zachary.wilson

	Adding testing content for lighting scenarios to collaborate with Ben

Change 3141941 on 2016/09/27 by Olaf.Piesche

	Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.

Change 3142035 on 2016/09/27 by Olaf.Piesche

	Fix compiler error from silly leftover bit of code.

Change 3142065 on 2016/09/27 by Benjamin.Hyder

	Updating Lighting Scenario map

Change 3142262 on 2016/09/27 by Mark.Satterthwaite

	Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
	On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
	On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
	#jira UE-35749

Change 3142292 on 2016/09/27 by Rolando.Caloca

	DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
	#jira UE-31438

Change 3142397 on 2016/09/27 by Mark.Satterthwaite

	Update hlslcc for Mac including RCO's changes in CL #3142292.
	#jira UE-31438

Change 3142438 on 2016/09/27 by Daniel.Wright

	UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking

Change 3142452 on 2016/09/27 by Rolando.Caloca

	DR - Proper support for int defines

Change 3142519 on 2016/09/27 by Arne.Schober

	DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.

Change 3142537 on 2016/09/27 by Daniel.Wright

	Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset

Change 3142691 on 2016/09/27 by Daniel.Wright

	Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content

Change 3142711 on 2016/09/27 by Daniel.Wright

	GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser

Change 3142712 on 2016/09/27 by Daniel.Wright

	Separate category for ParticleCutout properties

Change 3142762 on 2016/09/27 by Uriel.Doyon

	Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
	The density are computed by the engine but can be overridden by the user in the material tabs.

	Texture streaming intermediate component data is now per material instead of per lod-section.

	New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
	This is currently used to show which UV channel and which texture index is being
	shown in the texture streaming accuracy viewmodes.
	This replaces r.Streaming.AnalysisIndex

	Renamed texture streaming viewmodes:
	MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
	MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
	MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales

	Improved UV density computation and viewmode.

	LightmapUVDensity is now computed separately from UVChannel Density.

	Fixed texture streaming for instanced static mesh component and derived types.

Change 3143464 on 2016/09/28 by Daniel.Wright

	Removed 'experimental' from forward shading setting

Change 3143508 on 2016/09/28 by Chris.Bunner

	Added component type handling to FoldedMath and Length material expressions.
	#jira UE-36304

Change 3143557 on 2016/09/28 by Rolando.Caloca

	DR - Back out changelist 3142292

Change 3143563 on 2016/09/28 by Rolando.Caloca

	DR - vk - Force hlslcc re-link

Change 3143648 on 2016/09/28 by Daniel.Wright

	Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.

Change 3143661 on 2016/09/28 by Chris.Bunner

	Warning fix.

Change 3143723 on 2016/09/28 by Daniel.Wright

	DumpUnbuiltLightIteractions after lighting build for debugging

Change 3143822 on 2016/09/28 by Arne.Schober

	DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.

Change 3143860 on 2016/09/28 by Benjamin.Hyder

	Updating TM-Noise map to include 3d noise examples

Change 3143939 on 2016/09/28 by Rolando.Caloca

	DR - vk - Better debugging of submissions
	- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs

Change 3144006 on 2016/09/28 by Brian.Karis

	Fixed PixelError not being set correctly with LOD groups.

	Removed unneeded Simplygon references.
	Mesh reduction module can now be chosen by name with r.MeshReductionModule

Change 3144026 on 2016/09/28 by Benjamin.Hyder

	Updating QA-Effects map to correct numbering issue

Change 3144098 on 2016/09/28 by Arne.Schober

	DR - ViewMatrices Refactoring - Fix UT

Change 3144158 on 2016/09/28 by Rolando.Caloca

	DR - Undo splitting RHI command context

Change 3144952 on 2016/09/29 by Rolando.Caloca

	DR - vk - Missing swapchain flag

Change 3145064 on 2016/09/29 by Olaf.Piesche

	#jira UE-36091

	Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.

Change 3145354 on 2016/09/29 by Benjamin.Hyder

	Updating Tm-ContactShadows

Change 3145485 on 2016/09/29 by Daniel.Wright

	Made SeamlessTravelLoadCallback handle legacy lightmaps

Change 3145527 on 2016/09/29 by Daniel.Wright

	Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel

Change 3145530 on 2016/09/29 by Simon.Tovey

	UE-36188 - Editor crash when updating hierarchical instance static mesh component

	Dirtied render state rather than unsafe update of bounds.

Change 3145608 on 2016/09/29 by Gil.Gribb

	Attempt to fix a random compiler error under win32

Change 3145749 on 2016/09/29 by Uriel.Doyon

	Fix for static analysis warning

Change 3146091 on 2016/09/29 by Zabir.Hoque

	RHI Interface changes to support PSO based APIs

Change 3146092 on 2016/09/29 by Zabir.Hoque

	D3D12 RHI support for PSO based APIs.

Change 3146590 on 2016/09/30 by Gil.Gribb

	Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3146731 on 2016/09/30 by Rolando.Caloca

	DR - Fix merge conflicts

Change 3146778 on 2016/09/30 by Rolando.Caloca

	DR - More integration compile fixes

Change 3146790 on 2016/09/30 by Rolando.Caloca

	DR - Integration fix

Change 3146849 on 2016/09/30 by Rolando.Caloca

	DR - Final integration fix

Change 3146899 on 2016/09/30 by Daniel.Wright

	Static analysis fix for dereferencing World

Change 3147020 on 2016/09/30 by Rolando.Caloca

	DR - vk - Fix depth issue on AMD cards
	- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
	- Added num color attachments to pipeline key

Change 3147034 on 2016/09/30 by Rolando.Caloca

	DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
	#jira UE-36277
	#jira UE-36500

Change 3147080 on 2016/09/30 by Rolando.Caloca

	DR - vk - Disable debug info by default

Change 3147082 on 2016/09/30 by Chris.Bunner

	Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
	#jira UE-36491

Change 3147388 on 2016/09/30 by Chris.Bunner

	Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
	#jira UE-35288

Change 3147394 on 2016/09/30 by Chris.Bunner

	Additional logging for rare error.
	#jira UE-35812

Change 3147459 on 2016/09/30 by Rolando.Caloca

	DR - vk - Some more srgb formats

Change 3147537 on 2016/09/30 by Rolando.Caloca

	DR - vk - Standarize srgb flag like D3D11
	- Minor FVulkanShader cleanup

Change 3147620 on 2016/09/30 by Olaf.Piesche

	#jira UE=34486
	particle component tick function task can be invalid during pause; add check

Change 3148028 on 2016/10/01 by Daniel.Wright

	Renamed RenderingSettings.cpp to match header

Change 3148059 on 2016/10/01 by Daniel.Wright

	Disabled reparenting in the profiler which is disorienting

Change 3148067 on 2016/10/01 by Daniel.Wright

	Support for ReflectionEnvironment and light type show flags with ForwardShading

Change 3148069 on 2016/10/01 by Daniel.Wright

	Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars

Change 3148072 on 2016/10/01 by Daniel.Wright

	Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing.  r.ReflectionEnvironmentLightmapMixBasedOnRoughness

Change 3148073 on 2016/10/01 by Daniel.Wright

	r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream

Change 3148074 on 2016/10/01 by Daniel.Wright

	Enabled planar reflection receiving on the material used for the preview of a APlanarReflection

Change 3148084 on 2016/10/01 by Daniel.Wright

	Fixed reflections on Surface TranslucencyVolume in deferred

Change 3148085 on 2016/10/01 by Daniel.Wright

	Fixed planar reflection composite being done too many times in stereo deferred

Change 3148086 on 2016/10/01 by Daniel.Wright

	Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.

Change 3148107 on 2016/10/01 by Daniel.Wright

	CIS fix

Change 3148113 on 2016/10/01 by Daniel.Wright

	Translucency lighting modes for forward shading
	* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway

Change 3148306 on 2016/10/02 by Rolando.Caloca

	DR - vk - Fix for some NV drivers on Win10

Change 3148307 on 2016/10/02 by Rolando.Caloca

	DR - vk - Compute pipeline

Change 3148358 on 2016/10/02 by Rolando.Caloca

	DR - vk - Consolidate and renumber enum for binding types

Change 3148396 on 2016/10/03 by Rolando.Caloca

	DR - vk - Warning fix

Change 3148697 on 2016/10/03 by Benjamin.Hyder

	Submitting M_Chromebal after enabling planar reflectionsl

Change 3148799 on 2016/10/03 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3148934 on 2016/10/03 by Chris.Bunner

	Added pre-skinned local position material graph node, vertex shader only.

Change 3148994 on 2016/10/03 by Chris.Bunner

	Added missing header file.

Change 3149085 on 2016/10/03 by Daniel.Wright

	Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead

Change 3149095 on 2016/10/03 by Rolando.Caloca

	DR - vk - Disable new render passes

Change 3149125 on 2016/10/03 by Rolando.Caloca

	DR - vk - Fix for multiple memory types

Change 3149181 on 2016/10/03 by Rolando.Caloca

	DR - Better message when missing pipelines

Change 3149215 on 2016/10/03 by Rolando.Caloca

	DR - RHIClearColor -> RHIClearColorTexture
	#tests Orion Editor run match on Agora_P

Change 3149288 on 2016/10/03 by Chris.Bunner

	Added PreTonemapHDRColor for buffer visualization and target output.
	#jira UE-36333

Change 3149402 on 2016/10/03 by Daniel.Wright

	Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)

Change 3149403 on 2016/10/03 by Daniel.Wright

	Forward lighting supports lighting channels

Change 3149574 on 2016/10/03 by Marcus.Wassmer

	PR #2817: Ansel/Photography system (Contributed by adamnv)
	Modified to become a plugin

Change 3149615 on 2016/10/03 by Rolando.Caloca

	DR - vk - Fix PF_G16R16 which fixes reflections

Change 3149639 on 2016/10/03 by Olaf.Piesche

	Adding more ensures to catch NaNs occasionally appearing in particle locations early

Change 3149745 on 2016/10/03 by Uriel.Doyon

	Moved UVDensity computation in the staticmesh DDC.

Change 3149749 on 2016/10/03 by Daniel.Wright

	Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility

Change 3149755 on 2016/10/03 by Benjamin.Hyder

	Checking in built lighting for QA-postprocessing

Change 3149758 on 2016/10/03 by Benjamin.Hyder

	re-submitting built lighting for QA-PostProcessing

Change 3149940 on 2016/10/04 by Gil.Gribb

	Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3150098 on 2016/10/04 by Marcus.Wassmer

	Fix some clang and win32 errors

Change 3150323 on 2016/10/04 by Rolando.Caloca

	DR - vk - Static analysis fix

Change 3150456 on 2016/10/04 by Daniel.Wright

	Revert temp logs

Change 3150731 on 2016/10/04 by Daniel.Wright

	Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid

Change 3150795 on 2016/10/04 by Marcus.Wassmer

	Fix RHIClearUAV and Drawindirect bugs on PS4.
	Also fix PS4 compile error from bad merge.

Change 3151065 on 2016/10/04 by Ben.Marsh

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

Change 3151134 on 2016/10/04 by Brian.Karis

	Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.

Change 3151201 on 2016/10/04 by Marcus.Wassmer

	Nvidia approved icon for ansel plugin.

Change 3151240 on 2016/10/04 by Marcus.Wassmer

	Fix string concat build error.

Change 3151258 on 2016/10/04 by Ben.Marsh

	Fix compile error.

Change 3151290 on 2016/10/04 by Marcus.Wassmer

	Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.

Change 3152104 on 2016/10/05 by Chris.Bunner

	Workaround for legacy BreakMA material node invalid component masks.
	#jira UE-36832

Change 3152130 on 2016/10/05 by Ben.Woodhouse

	Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
	#jira UE-35890

Change 3152240 on 2016/10/05 by Rolando.Caloca

	DR - Fix for missing gizmo colors
	#jira UE-36515

Change 3152338 on 2016/10/05 by Daniel.Wright

	Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker

Change 3152833 on 2016/10/05 by Brian.Karis

	Improved precision of quadrics. Fixes bad triangles on large meshes

Change 3153376 on 2016/10/06 by Rolando.Caloca

	DR - Fix for SM4 missing pipelines fallout

Change 3153650 on 2016/10/06 by Gil.Gribb

	Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3153656 on 2016/10/06 by Uriel.Doyon

	Fixed main integration compilation issues.
	Some of the Mesh UVDensity UI is temporary disabled.

Change 3153725 on 2016/10/06 by Uriel.Doyon

	Fixed crash when source data is missing for lightmaps
	#jira UE-36157

Change 3153998 on 2016/10/06 by Gil.Gribb

	Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)

Change 3154056 on 2016/10/06 by Marcus.Wassmer

	Fix compile errors from merge.  Also restore some light scencario code

Change 3154176 on 2016/10/06 by Marcus.Wassmer

	Fix deprecation warning

Change 3154252 on 2016/10/06 by Marcus.Wassmer

	Fix more deprecation warnings

Change 3154632 on 2016/10/07 by Chris.Bunner

	Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
	#jira UE-37002

[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
Chris Babcock
53d0f6830a Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3116515)
#lockdown Nick.Penwarden
#rb none

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

Change 3065209 on 2016/07/26 by Steve.Cano

Add Android Texture Format used for packaging/cooking to the Manifest File

#ue4
#android
#jira UE-33645

Change 3068915 on 2016/07/28 by Steve.Cano

Add an additional Texture Compression support line in the manifest for DXT

#ue4
#android
#jira UE-33645

Change 3075911 on 2016/08/03 by Steve.Cano

Make the "Running {ProjectName} on {Device}" toast stay up when launching a game to an Android device until we've finished running it, as it does on other platforms. This logic already existed but only ran if the "Prebuilt" flag was passed in, however we want this to always run now. Re-writing to run through waiting on each process to finish for each device launched on

#jira UE-3122
#ue4
#android

Change 3080981 on 2016/08/08 by Steve.Cano

Clear any input before removing the TouchInterface from the screen to prevent infinite input after it is cleared

#jira UE-33956
#ue4
#platform

Change 3092587 on 2016/08/17 by Steve.Cano

Adding "IsGamepadAttached" functionality to Android Application

#jira UE-33264
#ue4
#android

Change 3095840 on 2016/08/21 by Dmitriy.Dyomin

Fixed: Particle Cutout Crashes On Certain Devices (Samsung Galaxy Note 2)
Happens only with non-instanced path

#jira UE-34604

Change 3095855 on 2016/08/22 by Dmitriy.Dyomin

Allow UWorldComposition::GetTilesList to be used in runtime code
Licensee request https://udn.unrealengine.com/questions/307586/world-compositions-world-dimensions.html

Change 3096093 on 2016/08/22 by Allan.Bentham

Allow Vulkan api logging on android

Change 3096361 on 2016/08/22 by Steve.Cano

Github 2663 pull - Pass any extras used to launch SplashActivity down to GameActivity (Contributed by sangpan)

#jira UE-34050
#github #2663
#ue4
#android

Change 3097412 on 2016/08/23 by Dmitriy.Dyomin

Using BulkSerialize for cooked collision data to speed up serialization

Change 3098957 on 2016/08/23 by Jack.Porter

Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3099058 on 2016/08/24 by Jack.Porter

Check EXT_debug_label and EXT_debug_marker functions were found before calling as a few devices to not implement these extensions
#UE-35087

Change 3099131 on 2016/08/24 by Dmitriy.Dyomin

Fixed: HDR compressed texture become black in some mali devices
Use sized internal format for half-float textures on ES3 devices, as ES3 spec expects it
#jira UE-35018

Change 3099150 on 2016/08/24 by Dmitriy.Dyomin

Enable HALF_FLOAT and UNSIGNED_INT_2_10_10_10_REV vertex formats on ES3+ devices, spec req

Change 3102252 on 2016/08/26 by Dmitriy.Dyomin

Prevent view uniform buffer crash on ES2 devices that do not support 3D textures

Change 3102258 on 2016/08/26 by Dmitriy.Dyomin

Enabled refraction on iPadMini4
#jira UE-35079

Change 3102651 on 2016/08/26 by Dmitriy.Dyomin

Fixed: instanced static mesh world normals
Also removed unnecessary instance matrix transposing
#jira UE-35075

Change 3109397 on 2016/09/01 by Jack.Porter

Fix problem with Android sessions not appearing in Session Frontend

#jira UE-35261

Change 3109490 on 2016/09/01 by Jack.Porter

Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3111628 on 2016/09/02 by Jack.Porter

Landscape wireframe LOD visualization with tessellation

Change 3112809 on 2016/09/02 by Chris.Babcock

Update cached length when file is written to on Android
#jira UE-35558
#ue4
#android

Change 3113245 on 2016/09/04 by Dmitriy.Dyomin

Fixed: Subway Sequencer plays only a black screen when packaged for ESDSR (3.1+AEP)
#jira UE-34291

Change 3113249 on 2016/09/04 by Dmitriy.Dyomin

Replicated fix from 4.13: GPU particles no longer work on iOS or TVOS Metal devices
#jira UE-34782

Change 3113513 on 2016/09/05 by Allan.Bentham

Add vulkan version parameter to android device profile selector's source inputs .
reinstate Vulkan Disable cvar functionality.
Added mali no vulkan device profile.

Change 3113519 on 2016/09/05 by Allan.Bentham

Remove temp 4.13 hack to avoid public header changes.

Change 3113535 on 2016/09/05 by Allan.Bentham

Decode 32 bit HDR formats when using scene captures.
#jira UE-25444

Change 3113813 on 2016/09/06 by Dmitriy.Dyomin

Resend to server sub-levels visibility state right after world actors are initialized.
During seamless travel client loads always-loaded sub-levels before world actors are initialized and ServerUpdateLevelVisibility calls in UWorld::AddToWorld are skipped.

Change 3113870 on 2016/09/06 by Jack.Porter

Fix issue with ES2 Feature Level preview and Mobile Preview PIE not limiting materials to 8 textures
#jira UE-35591

Change 3115031 on 2016/09/06 by Chris.Babcock

Add Vulkan version code not moved over from 4.13.1
#jira UE-35642
#ue4
#android

Change 3115496 on 2016/09/07 by Dmitriy.Dyomin

Use the same DDC key for source reflection data and encoded data. Fixes broken reflections on mobile
#jira UE-35647

[CL 3116720 by Chris Babcock in Main branch]
2016-09-07 17:04:11 -04:00
Gil Gribb
2cf40e541e Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3091903)
#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]
2016-08-17 11:38:13 -04:00
Marcus Wassmer
edea678466 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none

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

Change 3055495 on 2016/07/19 by Marc.Olano

	Allow Noise material node on mobile

	No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.

	#jira UE-33345

Change 3055602 on 2016/07/19 by Luke.Thatcher

	Fix crash bug in D3D11 RHI when selecting adapters.
	 - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
	#jira UE-33236

Change 3055890 on 2016/07/19 by Daniel.Wright

	Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was

Change 3055891 on 2016/07/19 by Daniel.Wright

	Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
	* This will effectively double partial distiance field update costs until clipping of the update regions is implemented

Change 3055892 on 2016/07/19 by Daniel.Wright

	Higher poly light source shapes drawn into reflection captures

Change 3055893 on 2016/07/19 by Daniel.Wright

	More info to 'Incompatible surface format' GNM assert

Change 3055904 on 2016/07/19 by Daniel.Wright

	Reflection environment normalization improvements
	* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing.  Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
	* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections.  The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
	* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues.  This toggle was previously not possible due to prenormalizing the capture data.
	* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
	* Removed unused r.DiffuseFromCaptures
	* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8

Change 3055905 on 2016/07/19 by Daniel.Wright

	Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV

Change 3059486 on 2016/07/21 by Nick.Penwarden

	Testing #uecritical

Change 3060558 on 2016/07/21 by Daniel.Wright

	Fixed skylight with specified cubemap being black

Change 3061999 on 2016/07/22 by Marcus.Wassmer

	Disable old AMD driver hacks for DX11.  QA has already tested with them off and given thumbs up.

Change 3062241 on 2016/07/22 by Daniel.Wright

	Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms

Change 3062244 on 2016/07/22 by Daniel.Wright

	Discard old prenormalized reflection environment data on load

Change 3062283 on 2016/07/22 by Daniel.Wright

	MSAA support for the forward renderer
	* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
	* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
	* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
	* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
	* Added r.MSAACount which defaults to 4
	* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
	* GBuffer targets are no longer allocated when using the forward renderer
	* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only

Change 3062666 on 2016/07/23 by Uriel.Doyon

	Added legend to streaming accuracy viewmodes
	Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
	Exposed the pass through pixel shader so that it can be reused.
	#review-3058986 @marcus.wassmer

Change 3063023 on 2016/07/25 by Luke.Thatcher

	Fix "RecompileShaders Changed" when using Cook On The Fly.
	#jira UE-33573

Change 3063078 on 2016/07/25 by Ben.Woodhouse

	Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc

Change 3063315 on 2016/07/25 by Ben.Woodhouse

	Fix div 0 in motion blur. This caused artifacts in some fairly common cases
	#jira UE-32331

Change 3063897 on 2016/07/25 by Uriel.Doyon

	Fixed missing qualifier on interpolants

Change 3064559 on 2016/07/26 by Ben.Woodhouse

	Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
	Tested fix on xbox, PC and PS4, using QAGame
	#jira UE-28592

Change 3064896 on 2016/07/26 by Ben.Woodhouse

	Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)

Change 3064913 on 2016/07/26 by Ben.Marsh

	Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.

Change 3065326 on 2016/07/26 by Uriel.Doyon

	Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
	#jira UE-32585

Change 3065541 on 2016/07/26 by Daniel.Wright

	Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading

Change 3065543 on 2016/07/26 by Daniel.Wright

	Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413

Change 3065545 on 2016/07/26 by Daniel.Wright

	Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing.  Tweakable impact with r.NormalCurvatureToRoughnessScale.
	Fixed reflection capture feedback with base pass reflections

Change 3066783 on 2016/07/27 by Daniel.Wright

	Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
	Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)

Change 3066794 on 2016/07/27 by Daniel.Wright

	Fixed crash rendering planar reflections due to NULL PostProcessSettings

Change 3067412 on 2016/07/27 by Daniel.Wright

	Fix for OpenGL4 with uint interpolator

Change 3068470 on 2016/07/28 by Daniel.Wright

	Fixed crash rendering translucency with translucent shadows which were determined to be invisible

Change 3069046 on 2016/07/28 by Daniel.Wright

	Handle null Family in SetupAntiAliasingMethod

Change 3069059 on 2016/07/28 by Daniel.Wright

	Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)

Change 3069391 on 2016/07/28 by Daniel.Wright

	Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright

Change 3070369 on 2016/07/29 by Daniel.Wright

	r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing

Change 3070370 on 2016/07/29 by Daniel.Wright

	Bumped reflection capture DDC version to get rid of legacy prenormalized data

Change 3070680 on 2016/07/29 by Marcus.Wassmer

	Fix slate ensure that is most likely a timing issue exposed by rendering.
	#ue-33902

Change 3070811 on 2016/07/29 by Marcus.Wassmer

	Fix ProjectLauncher errors when loading old versions
	#ue-33939

Change 3070971 on 2016/07/29 by Uriel.Doyon

	Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory

Change 3071452 on 2016/07/31 by Uriel.Doyon

	Updated the legend description for the (texture streaming) primitive distance accuracy view mode

[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
Jack Porter
2082f7ec9b Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None

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

Change 3011102 on 2016/06/13 by Steve.Cano

	After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.

	#jira UE-26421
	#ue4
	#android

Change 3015801 on 2016/06/16 by Dmitriy.Dyomin

	Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
	#jira  UE-30878

Change 3015903 on 2016/06/16 by Dmitriy.Dyomin

	Fixed: Levels window has Refresh/UI issues when World Composition is active
	#jira UE-26160

Change 3018352 on 2016/06/17 by Chris.Babcock

	Handle Android media prepare failure (URL without internet for example)
	#jira UE-32029
	#ue4
	#android

Change 3026387 on 2016/06/24 by Jack.Porter

	Remove FFuncTestManager warning about PIE when running on a standalone game binary

Change 3026398 on 2016/06/24 by Jack.Porter

	Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK

Change 3027553 on 2016/06/25 by Niklas.Smedberg

	OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).

Change 3027554 on 2016/06/25 by Niklas.Smedberg

	Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)

Change 3028061 on 2016/06/26 by Jack.Porter

	Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
	Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.

Change 3029220 on 2016/06/27 by Steve.Cano

	Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.

	#jira UE-6135
	#ue4
	#android

Change 3030420 on 2016/06/28 by Jack.Porter

	Fix crash with RenderOutputValidation when running with cooked content

Change 3030426 on 2016/06/28 by Jack.Porter

	Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
	A return value of 0 indicates the connection was shutdown in an orderly manner.

Change 3030973 on 2016/06/28 by Steve.Cano

	Added a landscape downloader background along with the options to change it from within Android settings

	#ue4
	#android
	#jira UE-32318

Change 3031757 on 2016/06/28 by Chris.Babcock

	Remove unused methods from AndroidJNI header
	#ue4
	#android

Change 3032387 on 2016/06/29 by Allan.Bentham

	Rename android es31+aep -> glesdeferred.

Change 3032711 on 2016/06/29 by Allan.Bentham

	Rename GLSL_310_ES_EXT shader define:
	ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
	bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.

Change 3033698 on 2016/06/29 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3034210 on 2016/06/30 by Steve.Cano

	Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.

	#jira UE-32302

	#ue4
	#android

Change 3034530 on 2016/06/30 by Chris.Babcock

	Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
	#jira UE-32679
	#ue4
	#android

Change 3034612 on 2016/06/30 by Steve.Cano

	Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)

	#jira UE-25325
	#ue4
	#android

Change 3034679 on 2016/06/30 by Chris.Babcock

	Fix tooltip (.command for mac, not .sh)
	#jira UE-32302
	#ue4
	#android

Change 3038881 on 2016/07/05 by Jack.Porter

	Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices

	#jira UEMOB-115

Change 3039240 on 2016/07/06 by Jack.Porter

	TcpMessageTransport - connection-based message bus transport.

	#jira UEMOB-112
	#jira UEMOB-113

Change 3039252 on 2016/07/06 by Jack.Porter

	Enable messaging and session services and functional testing on Android when launched with -messaging
	Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport

	#jira UEMOB-112
	#jira UEMOB-113

Change 3039264 on 2016/07/06 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3040041 on 2016/07/06 by Chris.Babcock

	Pass proper value to script generator functions
	#jira UE-32861
	#ue4
	#android

Change 3040890 on 2016/07/07 by Allan.Bentham

	Fix shadow crash
	#jira UE-32884

Change 3041458 on 2016/07/07 by Peter.Sauerbrei

	fix for IOS launch on failures

Change 3041542 on 2016/07/07 by Peter.Sauerbrei

	better fix for the multi-device deployment issue

Change 3041774 on 2016/07/07 by Steve.Cano

	Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml

	#jira UE-16992
	#android
	#ue4

Change 3042222 on 2016/07/08 by Dmitriy.Dyomin

	Mobile packaging scenarious
	Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
	Added Archive step to launcher profiles to be able to store build product into specified directory
	Changes to a cooker to be able to pack DLC based with a different flavor to a release App
	Changes to DLC packaging to be able to build streaming data without chunking pak files
	#jira UEMOB-119

Change 3042244 on 2016/07/08 by Dmitriy.Dyomin

	Fixed crash in FTcpMessageTransportConnection::Stop

Change 3042270 on 2016/07/08 by Dmitriy.Dyomin

	GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
	contributed by: EverNewJoy
	#jira UE-29867

Change 3042449 on 2016/07/08 by Dmitriy.Dyomin

	Fixing Mac Editor build erros from CL# 3042222

Change 3042480 on 2016/07/08 by Allan.Bentham

	Add ES3.1 profile & compiler_glsl_es3_1 to shaders.

Change 3042481 on 2016/07/08 by Allan.Bentham

	hlslcc - ES3.1 changes.
	set ES3.1 version number to 310
	Do not use ES2 keywords for ES3.1.
	Generate Layout Locations for ES3.1
	bump version.

Change 3042483 on 2016/07/08 by Allan.Bentham

	Add mobile ES3.1 support.
	Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.

Change 3042485 on 2016/07/08 by Allan.Bentham

	Undo android XGE change.

Change 3042506 on 2016/07/08 by Dmitriy.Dyomin

	One more compile fix from CL# 3042222

Change 3044173 on 2016/07/10 by Dmitriy.Dyomin

	UAT: Added support for building target platforms with multiple cook flavors
	ex: -targetplatform=Android -cookflavor=ETC1+ETC2

Change 3044213 on 2016/07/11 by Dmitriy.Dyomin

	Fixed: Can't stream in a level whose name is a substring of another streaming level
	#jira UE-32999

Change 3044221 on 2016/07/11 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3044815 on 2016/07/11 by Allan.Bentham

	Corrected NAME_GLSL_ES3_1_ANDROID format string.

Change 3046911 on 2016/07/12 by Chris.Babcock

	Add handling of OnTextChanged for virtual keyboard input on Android
	#jira UE-32348
	#ue4
	#android

Change 3046958 on 2016/07/12 by Chris.Babcock

	Rename some functions with Error in the name to prevent false coloring in the logs
	#jira UE-30541
	#ue4
	#android

Change 3047169 on 2016/07/12 by Chris.Babcock

	Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
	#jira UE-30610
	#pr #2372
	#ue4
	#android

Change 3047406 on 2016/07/12 by Jack.Porter

	Add missing import to GameActivity.java

Change 3047442 on 2016/07/13 by Dmitriy.Dyomin

	Added: Mobile custom post-process
	Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
	#jira UEMOB-147

Change 3047466 on 2016/07/13 by Dmitriy.Dyomin

	Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices

Change 3047746 on 2016/07/13 by Jack.Porter

	Rename FBasePassFowardDynamicPointLightInfo

Change 3047778 on 2016/07/13 by Jack.Porter

	Missing file for rename FBasePassFowardDynamicPointLightInfo

Change 3047788 on 2016/07/13 by Allan.Bentham

	Fix incorrect TargetPlatformDescriptor string generation.

Change 3047790 on 2016/07/13 by Allan.Bentham

	Fixed half3x3 matrix use with ES3.1 glsl
	Fixed couple of interpolator precision mismatch.
	Fixed ES3.1 support detection issues

Change 3047816 on 2016/07/13 by Allan.Bentham

	Remove AndroidGL4 remnants.

Change 3048926 on 2016/07/13 by Chris.Babcock

	Added detection of Amazon Fire TV to disable requiring virtual joysticks
	#ue4
	#android

Change 3049335 on 2016/07/14 by Dmitriy.Dyomin

	Fixing UAT crash when packaging project for iOS

Change 3049390 on 2016/07/14 by Jack.Porter

	Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
	This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.

	#code_review: Ben.Marsh

Change 3049391 on 2016/07/14 by Jack.Porter

	Fixed incorrect comment order in CL 3049390

Change 3049545 on 2016/07/14 by Dmitriy.Dyomin

	Reworking some code from CL#3047442 to make static analizer happy

Change 3049626 on 2016/07/14 by Allan.Bentham

	Automatic CSM shader toggling
	#jira UE-27429

Change 3051574 on 2016/07/15 by Jack.Porter

	Support for lighting channels on Mobile
	- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
	- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
	- No channel limitations for dynamic point lights

	Notes:
	Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
	Separate uniform buffers for mobile directional light are generated for each lighting channel.
	CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.

	#code_review Daniel.Wright
	#jira UEMOB-110

Change 3051699 on 2016/07/15 by Steve.Cano

	Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).

	#jira UE-20320
	#ue4
	#android

Change 3051744 on 2016/07/15 by Chris.Babcock

	Fix Android Vulkan include path checks (contributed by kodomastro)
	#jira UE-33311
	#PR #2602
	#ue4
	#android

Change 3052023 on 2016/07/15 by Chris.Babcock

	Fix shadowed variables

Change 3052110 on 2016/07/15 by Chris.Babcock

	Compile fixes for light channel support on mobile
	- missing template
	- accessor function for MobileDirectionalLights from scene

Change 3052242 on 2016/07/15 by Chris.Babcock

	Compile fixes for light channel support on mobile
	- removed dependency on C++14 feature

Change 3052730 on 2016/07/16 by Dmitriy.Dyomin

	Win32 build fix

Change 3053041 on 2016/07/17 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3053054 on 2016/07/17 by Jack.Porter

	Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()

Change 3053055 on 2016/07/17 by Jack.Porter

	Fixed local variable aliasing in unity build

Change 3053206 on 2016/07/18 by Jack.Porter

	Support ExecuteJavascript on iOS and Android
	Expose ExecuteJavascript to widget blueprint
	Fix ExecuteJavascript unicode string support on desktop platforms

	#jira UEMOB-152

Change 3053323 on 2016/07/18 by Dmitriy.Dyomin

	Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
	#jira UEMOB-107

Change 3053723 on 2016/07/18 by Jack.Porter

	Fix for UnrealTournamentProto.Automation.cs build errors

Change 3055090 on 2016/07/19 by Dmitriy.Dyomin

	Junk OnlineBlueprintSupport module binaries

[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
Josh Adams
d81e0f1653 Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 2945165)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2731596 on 2015/10/16 by Keith.Judge

	Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.

Change 2764244 on 2015/11/12 by Keith.Judge

	Stop creating/deleting SRVs for dynamic buffers all the time. Instead add a new view when a new buffer is cycled and keep them around until the buffer is dead.

Change 2936695 on 2016/04/07 by Mark.Satterthwaite

	Disable Metal on Mac OS X versions prior to 10.11.4 because their drivers are too buggy and lots of issues users will encounter were fixed in 10.11.4.

Change 2936701 on 2016/04/07 by Mark.Satterthwaite

	Re-enable DistanceFieldAO on Mac Metal, but disable the support for Heightfield composition into the DistanceFieldAO as that currently requires Read+Write texture support which isn't present in Metal yet.

Change 2936702 on 2016/04/07 by Mark.Satterthwaite

	Enable capsule shadows on Metal SM5 for Mac Paragon.

Change 2936704 on 2016/04/07 by Mark.Satterthwaite

	Re-add Metal_MacES3_1 entries in RHIDefinition functions - not quite sure how they disappeared...

Change 2936706 on 2016/04/07 by Mark.Satterthwaite

	Fix implementation of BeginRenderingPrePass to only clear the depth+stencil buffers when it is asked to - this fixes LOD fading in Paragon on Mac when parallel execution is enabled. The parallel contexts were being instructed to clear the pre-pass data which was then fouling up all the subsequent rendering.

Change 2936708 on 2016/04/07 by Mark.Satterthwaite

	Extend workaround from 2905206 for UE-27818 to Metal as well as OpenGL - it isn't permissable to have an unbound resource on these APIs as you aren't allowed to make the assumption than an if-branch will protect against null dereference on the GPU.

Change 2936737 on 2016/04/07 by Mark.Satterthwaite

	Changes to reduce Metal's peak memory usage when streaming texture data in when loading levels:
	- When uploading data to Shared memory Metal textures dispose of the source buffer immediately as it won't be required after the call to replaceRegion.
	- Add an optional CVar ("rhi.Metal.MaxOutstandingAsyncTexUploads") and keep a count of outstanding async. texture uploads - really this might be better as a memory count - if teh current outstanding count is greater than the specified CVar wait for all operations to complete before purging the used buffers. By default the CVar is set to 0 which disables the tracking and the game will use all available memory.

Change 2936741 on 2016/04/07 by Mark.Satterthwaite

	For Metal don't use a texture-view unless the mip-range or texture format is different - we only create a texture-view if we absolutely have to in order to avoid performance reductions on some vendors. When this happens we'll have to update the SRV to point to the new source texture but that can be handled on bind.

Change 2936753 on 2016/04/07 by Mark.Satterthwaite

	Mutex the pipeline cache inside each Metal bound-shader-state - with parallel execution this can be modified from multiple threads.

Change 2936758 on 2016/04/07 by Mark.Satterthwaite

	Don't eliminate redundant Metal command-encoders on Intel either - this only seems to work correctly on AMD...

Change 2936762 on 2016/04/07 by Mark.Satterthwaite

	Validate that parallel contexts aren't asked to clear render-targets (incl depth/stencil) as this won't work as desired - each context will end up clearing the contents meaning none of the rendering will propagate which is probably not what you intend.

Change 2936765 on 2016/04/07 by Mark.Satterthwaite

	Fix alignment of blit-commands between textures & buffers in Metal. Mac Metal has no minimum alignment and allows tightly packed rows, but mobile H/W has a fixed row alignment of 64-bytes for linear texture data.

Change 2936767 on 2016/04/07 by Mark.Satterthwaite

	Remove the workaround for old Mac OS X AMD cards not supporting frame-buffer sRGB - I have a feeling it causes more problems than it solves.

Change 2936773 on 2016/04/07 by Mark.Satterthwaite

	Warn the user when trying to run on OpenGL 3.2 GPUs that they are running unsupported and there may be rendering errors and performance problems.

Change 2936777 on 2016/04/07 by Mark.Satterthwaite

	In MetalRHI move the calls that reset the state-cache and command-encoder to EndFrame and fix the fallout. Hopefully this will eliminate the problem where a draw call fails because a call to SetRenderTargets hasn't been made since the last time the command-buffer was submitted.

Change 2936788 on 2016/04/07 by Daniel.Lamb

	PR #2193: Commandlet tweaks: Fixup Redirects and Cook-on-the-fly Server (Contributed by FineRedMist)

Change 2936799 on 2016/04/07 by Mark.Satterthwaite

	Automatically enable RHI thread support in Metal if parallel execution is compiled in unless running the Editor which doesn't support it. The RHI thread is only enabled in Metal when parallel execution is available because there's little to no advantages to the RHI thread with Metal unless parallel execution is enabled. Also only enable async compute support when parallel execution is available and running on an AMD GPU as only AMD support it and again its only really useful when running things in parallel. Disable the async. compute fencing code when async. compute is disabled.

Change 2936923 on 2016/04/07 by Peter.Sauerbrei

	add exception when trying to access an ini section which we don't cache

Change 2937839 on 2016/04/08 by Lee.Clark

	PS4 - BC6H and BC7 support

	#jira OR-14804

Change 2937841 on 2016/04/08 by Lee.Clark

	Fix media player not opening the same file that has just been closed.

Change 2937843 on 2016/04/08 by Lee.Clark

	PS4 - Fix Media player seek and duration

Change 2938272 on 2016/04/08 by Mark.Satterthwaite

	Change the Metal texture lock/unlock code to use the immediate getBytes API to read from the texture unless it is stored in Private memory and requires we use the blit-encoder. This means iOS texture locking won't generally need to use the blit encoder with its row alignment restrictions as all textures will be Shared. On Mac most textures will still be accessed via blit operations  since Private memory is much more common than Managed.

Change 2938471 on 2016/04/08 by Nick.Shin

	load/save with "negative char size value" fixed

	two 'U''s were missing-- causing base64encoder and decoder to not return original data (or expected data for that matter)...

	C++ function shows these signatures:
	    \Engine\Source\Runtime\Engine\Public\SaveGameSystem.h
	    FGenericSaveGameSystem::SaveGame(..., ..., ..., ...<uint8>);
	    FGenericSaveGameSystem::LoadGame(..., ..., ..., ...<uint8>);

	javascript version was using signed operators...

	answerhub 386719 - broken load/save

Change 2938546 on 2016/04/08 by Nick.Shin

	upgrading zlib, openssl, libcurl & libwebsockets
	(part 1, for libwebsockets -- engine changes will be in part 2)

	and writting down all of the build instructions into a single script file

	future tasks may have the script broken to smaller sized files and placed in the respective library folders for simplicity -- for now, it's bundled together to ensure build is all-in-one...

	#jira UEPLAT-1246 - Update libWebsockets
	#jira UEPLAT-1221 - update websocket library
	#jira UEPLAT-1223 - Arrange testing for 'update websocket library'
	#jira UEPLAT-1203 - Add Linux library for libwebsockets
	#jira UEPLAT-1204 - Rebuild libwebsockets with SSL

Change 2939402 on 2016/04/11 by Mark.Satterthwaite

	No need to call synchroniseTexture on iOS when locking a texture for read - that function call is only available and required on OS X.

Change 2939526 on 2016/04/11 by Daniel.Lamb

	Don't mark content as modified when garbage collecting.
	#PR2249
	#2249

Change 2940094 on 2016/04/11 by Michael.Trepka

	Temporarily rollback //UE4/Dev-Platform/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalContext.cpp to revision 47 to unblock UE-29312

	#codereview Mark.Satterthwaite

Change 2940540 on 2016/04/12 by Jeff.Campeau

	Hardware decompress support for Xbox One.

Change 2940793 on 2016/04/12 by Lee.Clark

	PS4 - Fix file handle leaks

	#codereview Marcus.Wassmer

Change 2940903 on 2016/04/12 by Keith.Judge

	Xbox One - Fix validated driver warning when using async compute with dynamic buffers (remove dynamic buffers).
	Also resurrected the old deferred deletion queue (though simplified the code a lot as TQueue was horrible), as the platform agnostic one can't deal with placement created resources with a separate buffer/resource.
	Moved associated deferred deletion logic out of FD3D11DynamicBuffer.

	Attempted fix for UE-28758, but doesn't actually fix it. :(

Change 2940959 on 2016/04/12 by Michael.Trepka

	Moved RadioEffectUnit CoreAudio plugin to Engine/Build/Mac

	#codereview Ben.Marsh

Change 2940961 on 2016/04/12 by Michael.Trepka

	Updated GitHub readme for Mac with instructions for building ShaderCompileWorker

	#codereview Ben.Marsh

Change 2941010 on 2016/04/12 by Daniel.Lamb

	Added xboxone.projectsettings to the ini processer in UAT.
	#codereview Peter.Sauerbrei
	#jira UE-29344

Change 2941671 on 2016/04/12 by Jeff.Campeau

	March 2016 XDK update

Change 2941998 on 2016/04/13 by Mark.Satterthwaite

	In MetalCommandList retain/release when waiting on a command-buffer commit to ensure command-buffer lifetime.

Change 2942008 on 2016/04/13 by Keith.Judge

	Fix black reflections when async compute is enabled. Shader resource tables are now properly bound on the context, and fixed a bug where the buffer offset and number of constants wasn't being properly set when using the ring buffer.

	#jira UE-28758

Change 2942046 on 2016/04/13 by Lee.Clark

	Fix SN-DBS launch failure with VS2015 - (path env seems to be null in 2015)

Change 2942095 on 2016/04/13 by Mark.Satterthwaite

	MIssed a change to use AlignedStride rather than Stride in FMetalDynamicRHI::RHIReadSurfaceFloatData to fix iOS blit-encoder read-back.

Change 2942383 on 2016/04/13 by Mark.Satterthwaite

	When locking a Metal texture on Mac you have to submit the command buffer & wait in a different location for Private vs. Managed access.

Change 2942419 on 2016/04/13 by Michael.Trepka

	Enabled IPv6 on iOS and Mac

	#jira UEPLAT-1168

Change 2942472 on 2016/04/13 by Daniel.Lamb

	Fixed missing OnlineSubsystemGooglePlay section from UAT ini processing.
	#codereview Peter.Sauerbrei

Change 2942829 on 2016/04/13 by Nick.Shin

	removing unused emscripten - ThirdParty folder

	the ThirdParty folder contained a lot of GPL (and sometimes missing) licensing projects - removing to keep legal happy

	tested with full rebuild, full cook, packaging and running QAGame

Change 2943110 on 2016/04/13 by Chris.Babcock

	Fix Oculus mobile binaries filtered (include the jars)
	#jira ue-29080
	#ue4
	#android
	#gearvr
	#codereview Nick.Whiting

Change 2943111 on 2016/04/13 by Chris.Babcock

	Fix GearVR plugin jar copy logic
	#jira UE-29108
	#ue4
	#android
	#gearvr
	#codereview Nick.Whiting

Change 2943579 on 2016/04/14 by Peter.Sauerbrei

	enable tvOS in the binary build

Change 2943587 on 2016/04/14 by Peter.Sauerbrei

	creation of xcode archives when using the archive command with iOS

Change 2943619 on 2016/04/14 by Mark.Satterthwaite

	Make Metal SM4 the default on Mac again for the 4.12 release. As expected there are many bugs to resolve.

Change 2943869 on 2016/04/14 by Daniel.Lamb

	Turned duplicate stage of files into warning.
	#codereview Peter.Sauerbrei
	#lockdown Josh.Adams
	#jira UE-29487

Change 2943901 on 2016/04/14 by Keith.Judge

	Xbox One - Fix start up crash.

	#lockdown Josh.Adams

Change 2943981 on 2016/04/14 by Mark.Satterthwaite

	Allow RWBuffers in Metal, which should work, but not RWTextures which aren't yet supported.
	#jira UE-29492
	#lockdown josh.adams

Change 2944080 on 2016/04/14 by Peter.Sauerbrei

	temporarily remove code which removes passwords in ini files which reside in the pak file
	multiple defaultengine.ini files were being copied over one another
	#lockdown josh.adams

Change 2944249 on 2016/04/14 by Peter.Sauerbrei

	fix for writing out DefaulEngine.ini when deprecated items are not changed
	#codereview zabir.hoque
	#lockdown josh.adams

Change 2944454 on 2016/04/14 by Peter.Sauerbrei

	fix for incorrect archive directory and missing IPA
	#jira UE-29509
	#lockdown josh.adams

Change 2944834 on 2016/04/15 by Peter.Sauerbrei

	fix for crash on some iOS device due to resources being freed while still in use by the GPU
	#jira UE-29517
	#lockdown josh.adams

Change 2944915 on 2016/04/15 by Peter.Sauerbrei

	fix for including Facebook SDK in tvOS since we don't have the Facebook libraries for tvOS yet
	#lockdown josh.adams

Change 2945164 on 2016/04/15 by Josh.Adams

	- Removing XboxOnePDBFile from junkmanifest, causes too much trouble when staging using AutoSDKs
	#lockdown nick.penwarden
	#codereview jeff.campeau

#lockdown nick.penwarden

[CL 2945174 by Josh Adams in Main branch]
2016-04-15 10:04:09 -04:00
Marc Audy
b8d61c189f Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden

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

Change 2899855 on 2016/03/08 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785

Change 2926689 on 2016/03/29 by Jeff.Farris

	AAIController::SetFocus() will now implicitly clear any location focus at the same priority.

	UE-27975

	#rb john.abercrombie

Change 2926690 on 2016/03/29 by Jeff.Farris

	Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)

Change 2926691 on 2016/03/29 by mason.seay

	Content for testing collision on scaled components

Change 2926692 on 2016/03/29 by Jeff.Farris

	- FixupDeltaSeconds now considers time dilation when clamping.
	- Acceptable range for time dilation values is now a config parameter on WorldSettings
	- Acceptable range for undilated frame times is now a config parameter on WorldSettings

	(UE-27815)

	#rb marc.audy

Change 2926711 on 2016/03/29 by Ori.Cohen

	Fix constraint rendering when scaling a cosntraint actor

	#JIRA UE-28691, UE-28700
	#rb Lina.Halper

Change 2926745 on 2016/03/29 by Lukasz.Furman

	navigation filters can now be instantiated per querier - usually AI agent
	required for FORT-21372

Change 2926789 on 2016/03/29 by Ori.Cohen

	Downgrade check to ensure for 2d physics during a hard shutdown

	#rb Michael.Noland

Change 2926859 on 2016/03/29 by Ori.Cohen

	Fix red herring warnings of not locking physx scenes during hard shutdown.

	#JIRA UE-28747
	#rb Michael.Noland

Change 2927444 on 2016/03/30 by Thomas.Sarkanen

	Fixed Blueprint compiler errors when resetting timer handles

	Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
	Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
	Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.

	#rb Maciej.Mroz (and a few others!)
	#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite

Change 2927520 on 2016/03/30 by Jurre.deBaare

	Should not allow skeletal mesh components mobility to be set to static, but detach instead

	#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
	#jira UE-26364

Change 2927533 on 2016/03/30 by Jurre.deBaare

	Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
	#fix Material index remapping was part of if-clause where it shouldn't be
	#jira UE-23827

	Static Mesh Merge tool, failed to combine physics data if using complex
	#fix Required copying the SectionInfoMap from source static meshes

	HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
	#fix had to re-order function calls
	#jira UE-28316

	#rb James.Golding

Change 2927535 on 2016/03/30 by Ori.Cohen

	Make sub-stepping run on game thread

	#JIRA UE-24011
	#rb Gil.Gribb

Change 2927537 on 2016/03/30 by Jurre.deBaare

	Warning message when HLOD mesh > 65536 vertices

	#jira UE-22365
	#fix added messages when building proxy mesh

Change 2927691 on 2016/03/30 by Jeff.Farris

	Fixed potential PlayerState leak (UE-22700)

Change 2927692 on 2016/03/30 by Lina.Halper

	Allow it to select any name they want other than just restrict to what we have.

	- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.

	- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.

	- I think we should just allow them to choose if they don't like it but with suggestions.

	#rb: Ori.Cohen
	#jira UE-27786
	#code review: Benn.Gallagher

Change 2927853 on 2016/03/30 by Lina.Halper

[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
Gil Gribb
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 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]
2016-04-13 21:24:38 -04:00
Gil Gribb
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]
2016-04-04 18:44:59 -04:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Gil Gribb
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
2015-12-10 21:55:37 -05:00
Marcus Wassmer
8c7861c485 UAV resource transition support. Validation for UAV transitions.
Some RenderTarget validation fixes.

[CL 2708113 by Marcus Wassmer in Main branch]
2015-09-28 14:13:15 -04:00
Marcus Wassmer
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]
2015-09-21 20:07:00 -04:00
Daniel Wright
98dd2d33b2 Global distance field is now updated properly upon primitive movement - previously wasn't taking into account the max occlusion influence distance
[CL 2638008 by Daniel Wright in Main branch]
2015-07-29 20:36:29 -04:00
Marcus Wassmer
11ff098ea0 Bind clear color to rendertargets at creation time.
#codereview Rolando.caloca

[CL 2615534 by Marcus Wassmer in Main branch]
2015-07-09 15:11:37 -04:00
Daniel Wright
a973772ec9 GPU particle collision with distance fields
Global distance field can be accessed via new DistanceToNearestSurface and DistanceFieldGradient material nodes

[CL 2555411 by Daniel Wright in Main branch]
2015-05-18 13:21:23 -04:00
Daniel Wright
c7f16fdc02 Fixed global distance field staggered ciipmap updates missing some primitive modifications (depending on the frame of the primitive modification)
[CL 2546333 by Daniel Wright in Main branch]
2015-05-11 20:43:54 -04:00
Daniel Wright
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]
2015-05-11 20:04:15 -04:00