Commit Graph

51 Commits

Author SHA1 Message Date
Rolando Caloca
29c68f2eec UE4 - Cascaded shadow maps on mobile/forward
* Still disabled as Metal requires a horrible workaround/hack
* Remove GSupportsGSRenderTargetLayerSwitchingToMips workaround

[CL 2295640 by Rolando Caloca in Main branch]
2014-09-12 17:21:49 -04:00
Gil Gribb
598cbb659c UE4 - allow draw events to work in parallel rendering, some flush tweaks
[CL 2293700 by Gil Gribb in Main branch]
2014-09-11 09:38:38 -04:00
Graeme Thornton
df9dbd5ae3 Continued in-editor mobile preview work
- Removed default shader platform parameter from GetGlobalShaderMap()
 - Added an inline overload of GetGlobalShaderMap() that takes a feature level instead, and translates to the correct shader platform
 - Cached feature level on FSceneView for faster access
 - Cached shader map on FViewInfo for faster access
 - Cached featurelevel/shadermap on rendering composition graph execution context, for faster access

Fixed a couple of crashes when switching feature level dynamically
 - Needed to allow certain shader permutations to be generated if feature level was ES2, but still on a PC platform. (i.e. hitproxy shaders, and basepass shaders used by editor primitives system)

#codereview Nick.Penwarden

[CL 2275937 by Graeme Thornton in Main branch]
2014-08-28 06:22:54 -04:00
Mikolaj Sieluzycki
cfaf45ac58 Header cleanup: Engine module, public headers.
[CL 2265766 by Mikolaj Sieluzycki in Main branch]
2014-08-21 06:03:00 -04:00
Graeme Thornton
bcde0d05c2 Mobile Preview
* More removal of GRHIFeatureLevel and GRHIShaderPlatform

[CL 2262530 by Graeme Thornton in Main branch]
2014-08-19 10:41:34 -04:00
Rolando Caloca
eb6b518911 UE4 - Integrate from FNM
[CL 2248878 by Rolando Caloca in Main branch]
2014-08-08 16:16:23 -04:00
Gil Gribb
2668d06916 UE4 - work on translucent pass toward parallel rendering. RHCommandlists are now recycled. Refactor DrawVisibleParallel so there is no duplicated code.
[CL 2242609 by Gil Gribb in Main branch]
2014-08-04 12:04:27 -04:00
Gil Gribb
30f1fe2722 UE4 - further command list work. BoundShaderState, RHISetComputeShader, RHIDispatchComputeShader, RHIDispatchIndirectComputeShader, RHIAutomaticCacheFlushAfterComputeShader, RHIDrawPrimitiveIndirect, RHIDrawIndexedIndirect, RHIDrawIndexedPrimitiveIndirect, RHIEnableDepthBoundsTest
[CL 2175853 by Gil Gribb in Main branch]
2014-07-08 10:43:52 -04:00
Gil Gribb
9ef277bc62 UE4 - more command list work, remove "either render thread or game thread" routines from canvas
[CL 2125102 by Gil Gribb in Main branch]
2014-07-02 14:13:59 -04:00
Gil Gribb
1d50eae0de UE4 - rework RHI user-facing APIs to be safer and incorporate the desired sematics
[CL 2119499 by Gil Gribb in Main branch]
2014-06-27 11:07:13 -04:00
Graeme Thornton
9576f1f08d Create and use auxilliary depth texture in the forward rendering path when simulationous depth test/read isn't supported on the target hardware.
Fixes TTP 335869 - UE4: RENDERING: CRITICAL: EDITOR: CRASH: Occurs when launching mobile preview on the StarterMap using the Asus UX31 Sandy Bridge Ultrabook

[CL 2119491 by Graeme Thornton in Main branch]
2014-06-27 10:57:41 -04:00
Gil Gribb
bc7c8cbca8 UE4 - more work preparing for parallel rendering. Merged the cmd list into the post process context, among other things.
[CL 2103040 by Gil Gribb in Main branch]
2014-06-12 07:13:34 -04:00
Gil Gribb
3de6028e86 UE4: Rearrange RHICmdList toward non-null cmd lists and the final "look"
[CL 2100216 by Gil Gribb in Main branch]
2014-06-10 07:29:49 -04:00
Gil Gribb
fa7226b8fe UE4 - merge first pass at parallel rendering to main
[CL 2095959 by Gil Gribb in Main branch]
2014-06-05 16:38:54 -04:00
Martin Mittring
0bdb7c54ee * fixed TTP 336027 CRITICAL: Regression: RENDERING: Crash: Enabling Depth of Field Layers in a viewport
[CL 2078190 by Martin Mittring in Main branch]
2014-05-19 17:59:23 -04:00
Graeme Thornton
e1700afed8 First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.
#ttp 331829 - Mobile Preview in Editor
#proj Engine
#branch UE4

#summary First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.

#change Added GMaxRHIFeature level which contains the highest supported feature level on this machine
#change Added a cvar "r.FeatureLevelPreview" which, when set to 1, enables a feature level selection in the quick settings menu. Not wired up to anything at the minute
#change Added a feature level variable to FScene, which is currently initialized to whatever GRHIFeatureLevel is. Accessed with GetFeatureLevel()
#change Added a helper accessor GetFeatureLevel() to FSceneView which gets the feature level from the relevant scene. Purely to reduce the amount of typing needed to get to a feature level
#change Many changes across the renderer to try and read the current feature level from the view or scene. Not everything is done yet, but this is almost all of the "easy" stuff. As there is still just a global feature level in the engine, nothing should change.

[CL 2066905 by Graeme Thornton in Main branch]
2014-05-08 09:05:50 -04:00
Graeme Thornton
ede3be0e66 #ttp 304473 - UE4: RENDERING: Visualizetexture looks broken when using r.ScreenPercentage / FullscreenAndUpsample
#proj Engine
#branch UE4

#summary Reposition texture visualization display when camera safe zone black bars are enabled

[CL 2065537 by Graeme Thornton in Main branch]
2014-05-07 09:49:28 -04:00
Martin Mittring
17a8ba0cdf * fixed build error
[CL 2060549 by Martin Mittring in Main branch]
2014-04-30 18:14:48 -04:00
Martin Mittring
54b6cd8e74 * fixed build error
[CL 2060214 by Martin Mittring in Main branch]
2014-04-30 14:29:00 -04:00
Martin Mittring
b523c348a1 * XBoxOne: expose ESRam allocation to visualizetexture log printout and outside RHI
* XBoxOne: added RangeAllocators for ESRam (not used yet)

[CL 2060060 by Martin Mittring in Main branch]
2014-04-30 12:13:37 -04:00
Martin Mittring
70361adc08 #UE4:
* fixed VisualizeTexture to show up items when using r.SetRes
* fixed compacting of RenderTarget pool to avoid performance issue happening over time

[CL 2052571 by Martin Mittring in Main branch]
2014-04-23 19:58:00 -04:00
Graeme Thornton
c69f2e40de #ttp 304473 - UE4: RENDERING: Visualizetexture looks broken when using r.ScreenPercentage / FullscreenAndUpsample
#proj Engine
#branch UE4

#summary Fixed render target visualization when using r.screenpercentage

#change Make texture visualization code use the unscaled viewrect for its calculations
#change Give DrawRectangle function the size of the actual render target, not the scene rendertarget sizes

[CL 2047656 by Graeme Thornton in Main branch]
2014-04-23 19:08:42 -04:00
Mikolaj Sieluzycki
f9fe87c29a #ttp 331240 - CORE: Remove GIsBenchamrking, GUseFixedTimeStep from global scope
#proj core
#branch UE4
#summary Moved global variables to statics in FApp. Removed unused GUnclampedDeltaTime.
#codereview robert.manuszewski

[CL 2043034 by Mikolaj Sieluzycki in Main branch]
2014-04-23 18:12:58 -04:00
Joe Tidmarsh
c489d646df #ttp 316639 - UE4: RENDERING: DrawDenormalizedQuad should reuse static index and vertexbuffer
#summary UV offsets are now correctly calculated. This was previously blocking shadow game

[CL 2039548 by Joe Tidmarsh in Main branch]
2014-04-23 17:26:59 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00