Mark Satterthwaite
6e05d1fd35
Remove errant Mac-hack that is no longer required.
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[CL 2655002 by Mark Satterthwaite in Main branch]
2015-08-13 14:17:43 -04:00
Ryan Vance
fec728074d
Custom HMD post process mesh implementation.
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Instead of rendering a full screen quad for post process passes, render a mesh which represents only the screen area visible in the HMD after distortion.
This cuts the cost of post processing ~10-15% with no visible difference.
Initial implementation for the Vive.
[CL 2644327 by Ryan Vance in Main branch]
2015-08-04 19:33:26 -04:00
Marcus Wassmer
11ff098ea0
Bind clear color to rendertargets at creation time.
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#codereview Rolando.caloca
[CL 2615534 by Marcus Wassmer in Main branch]
2015-07-09 15:11:37 -04:00
Martin Mittring
3eec69cda7
changed all direct access to PassOutputs to GetInput() to allow internal restructuring
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[CL 2611739 by Martin Mittring in Main branch]
2015-07-06 18:04:49 -04:00
Marcus Wassmer
8a49574735
Vertex and Index buffer write locks on PS4 no longer require memcopies.
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RHi now provides CreateAndLock functions for Vertex and Index buffers which are more efficient on certain platforms.
Use r.PS4StandardWriteLocks=1 to enable the old default functionality for testing if necessary.
#codereview Gil.Grib,Lee.Clark
[CL 2606146 by Marcus Wassmer in Main branch]
2015-06-30 14:18:55 -04:00
Graeme Thornton
7819a10e77
Fix SM4 shader compilation error
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#codereview Brian.Karis
[CL 2596740 by Graeme Thornton in Main branch]
2015-06-23 03:33:11 -04:00
Brian Karis
a8d3b0b57e
Motion blur optimizations. Still in progress.
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Fixed temporal aa with pause. Requires r.TemporalAAPauseCorrect 1.
[CL 2596308 by Brian Karis in Main branch]
2015-06-22 19:08:33 -04:00
Gil Gribb
356a7d8f96
UE4 - Large upgrade to parallel rendering. No longer block per pass. Several RHI cmdlist passthrough functions added and implemented on the consoles
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[CL 2570510 by Gil Gribb in Main branch]
2015-05-29 10:47:57 -04:00
Brian Karis
b5d88f5a3a
Fixed max velocity being scattered too far.
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[CL 2565640 by Brian Karis in Main branch]
2015-05-26 16:47:59 -04:00
Martin Mittring
c0f53a6c1e
Added first use of AsyncCompute of VelocityFlatten (Disabled by default, was enabled for GDC demo)
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[CL 2545841 by Martin Mittring in Main branch]
2015-05-11 15:13:36 -04:00
Martin Mittring
44946f7bbf
changed some postprocess passes to use UniformBuffers to allow them to use AsyncCompute in a following change
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[CL 2531085 by Martin Mittring in Main branch]
2015-04-29 19:44:56 -04:00
Martin Mittring
af48c28076
fixed pause of MotionBlur for camera motion
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[CL 2527480 by Martin Mittring in Main branch]
2015-04-27 17:12:21 -04:00
Martin Mittring
4d20764bac
fixed pause motionblur of static meshes (per object motionblur)
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[CL 2527253 by Martin Mittring in Main branch]
2015-04-27 14:32:32 -04:00
Martin Mittring
779e941537
fixed skeletal mesh motion blur with multithreaded rendering (r.RHICmdBypass=0), fixed potential issues
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fixed UE-2465 ShooterGame: Bots shimmer when game is paused
[CL 2525030 by Martin Mittring in Main branch]
2015-04-24 17:43:35 -04:00
Martin Mittring
397de4ebf2
display BoneBuffers in VisualizeMotionBlur
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[CL 2523448 by Martin Mittring in Main branch]
2015-04-23 17:35:40 -04:00
Martin Mittring
157fa26e88
added debug code to track down velocity rendeirng issues
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[CL 2519574 by Martin Mittring in Main branch]
2015-04-21 13:44:06 -04:00
Rolando Caloca
ce168f2846
UE4 - Renamed depth compare enums, changed some checks to static_asserts
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[CL 2498658 by Rolando Caloca in Main branch]
2015-04-01 10:53:07 -04:00
Mike Fricker
114458bf0f
Clang warning fixes: Fixed missing 'override' specifiers
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- Also removed some unreferenced functions that adding 'override' revealed
PR #1002 -- Thank you, Omar007!
[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00
Rolando Caloca
cb32891b3c
UE4 - Added sanity checks for Inverted/Normal Depth Buffers; use ERHIZBuffer::NearPlane & FarPlane to switch from 0-1 to 1-0 on Depth
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- Added shader define HAS_INVERTED_Z_BUFFER
- Added RHIHasInvertedZBuffer()
#codereview Martin.Mittring, Brian.Karis, Nick.Penwarden
[CL 2497481 by Rolando Caloca in Main branch]
2015-03-31 14:02:45 -04:00
Gil Gribb
35cf42566a
UE4 - merge GDC branch, code @2465640 to main
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[CL 2468685 by Gil Gribb in Main branch]
2015-03-04 08:31:40 -05:00
Brian Karis
e4f0bbc64c
Motion blur: added max velocity scatter and dilation.
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[CL 2459223 by Brian Karis in Main branch]
2015-02-24 16:28:47 -05:00
Brian Karis
ddf64d753a
Fixed motion blur artifacts of sampling off screen.
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[CL 2456752 by Brian Karis in Main branch]
2015-02-23 15:16:20 -05:00
Dmitry Rekman
895999034f
Fix Linux and Mac builds.
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#codereview Brian.Karis
[CL 2455813 by Dmitry Rekman in Main branch]
2015-02-23 00:44:20 -05:00
Brian Karis
31f77e00ab
New tile based motion blur with smooth gradients. WIP
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[CL 2455618 by Brian Karis in Main branch]
2015-02-22 17:53:26 -05:00
Ben Marsh
149375b14b
Update copyright notices to 2015.
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[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00