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777dffe8ff8d52d7eb7894deab386c816a48f80f
17 Commits
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80f6fa5fa7 |
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3219796 on 2016/12/02 by Rolando.Caloca DR - vk - Increase timeout to 60ms Change 3219884 on 2016/12/02 by Daniel.Wright Assert to help track down rare crash locking capsule indirect shadow vertex buffer Change 3219885 on 2016/12/02 by Daniel.Wright Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable' Change 3219886 on 2016/12/02 by Daniel.Wright Don't create projected shadows when r.ShadowQuality is 0 * Fixes crash in the forward path trying to render shadows * In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped Change 3219887 on 2016/12/02 by Daniel.Wright Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing Change 3219893 on 2016/12/02 by Daniel.Wright AMD AGS library with approved TPS Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below) Change 3219913 on 2016/12/02 by Daniel.Wright Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded Change 3220029 on 2016/12/02 by Daniel.Wright Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation). * A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials * Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials * FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet Change 3220108 on 2016/12/02 by Daniel.Wright Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present Change 3220504 on 2016/12/03 by Mark.Satterthwaite Metal Desktop Tessellation support from Unicorn. - Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4). - Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant. - Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation. - Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding. - Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default. - Epic: Various fixes to Layered Rendering for Metal. - Omits Mobile Tessellation support which needs further revision. Change 3220881 on 2016/12/04 by Mark.Satterthwaite Compiles fixes for iOS & static analysis fixes from Windows. Change 3221180 on 2016/12/05 by Guillaume.Abadie Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time. Change 3221217 on 2016/12/05 by Chris.Bunner More NVAPI warning fixups. Change 3221219 on 2016/12/05 by Chris.Bunner When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent. #jira UE-37792 Change 3221220 on 2016/12/05 by Chris.Bunner Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames. #jira UE-35132 Change 3221221 on 2016/12/05 by Chris.Bunner PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser) #jira UE-35760 Change 3221223 on 2016/12/05 by Chris.Bunner Default to include dev-code when compiling material preview stats. #jira UE-20321 Change 3221534 on 2016/12/05 by Rolando.Caloca DR - Added FDynamicRHI::GetName() Change 3221833 on 2016/12/05 by Chris.Bunner Set correct output extent on PostProcessUpscale (allows users to extend chain correctly). #jira UE-36989 Change 3221852 on 2016/12/05 by Chris.Bunner 32-bit/ch EXR screenshot and frame dump output. Fixed row increment bug in 128-bit/px surface format readback. #jira UE-37962 Change 3222059 on 2016/12/05 by Rolando.Caloca DR - vk - Fix memory type not found Change 3222104 on 2016/12/05 by Rolando.Caloca DR - Lambdaize - Added quicker method to check if system textures are initialized Change 3222290 on 2016/12/05 by Mark.Satterthwaite Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist. Change 3222864 on 2016/12/06 by Rolando.Caloca DR - Fix mem leak when exiting Change 3222873 on 2016/12/06 by Rolando.Caloca DR - vk - Minor info to help track down leaks Change 3222875 on 2016/12/06 by Rolando.Caloca DR - Fix mem leak with VisualizeTexture #jira UE-39360 Change 3223226 on 2016/12/06 by Chris.Bunner Static analysis warning workaround. Change 3223235 on 2016/12/06 by Ben.Woodhouse Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D Change 3223343 on 2016/12/06 by Chris.Bunner Moved HLOD persistent data to viewstate to fix per-view compatability. #jira UE-37539 Change 3223349 on 2016/12/06 by Chris.Bunner Fixed HLOD with FreezeRendering command. #jira UE-29839 Change 3223371 on 2016/12/06 by Michael.Trepka Removed obsolete check() in FMetalSurface constructor Change 3223450 on 2016/12/06 by Chris.Bunner Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward. Change 3223638 on 2016/12/06 by Michael.Trepka Restored part of the check() in FMetalSurface constructor removed in CL 3223371 Change 3223642 on 2016/12/06 by Mark.Satterthwaite Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet). - Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs). - Enable with -metaledr command-line argument as it is off-by-default. - Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding. Change 3223830 on 2016/12/06 by Rolando.Caloca DR - vk - Better error when finding an invalid Vulkan driver #jira UE-37495 Change 3223869 on 2016/12/06 by Rolando.Caloca DR - vk - Reuse fences Change 3223906 on 2016/12/06 by Guillaume.Abadie Fix alpha through TempAA artifact causing a small darker edge layouts. Change 3224199 on 2016/12/06 by Mark.Satterthwaite Fix a dumb copy-paste error from the HDR changes to Metal. Change 3224220 on 2016/12/06 by Mark.Satterthwaite Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects. - Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering. Change 3224236 on 2016/12/06 by Mark.Satterthwaite IWYU CIS compile fix for iOS. Change 3224366 on 2016/12/06 by Mark.Satterthwaite Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears. - If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted. - This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo. Change 3224416 on 2016/12/06 by Uriel.Doyon New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds. Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives). Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData. Fix for material texture streaming data not being available on some cooked builds. Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible). This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting. Forced residency are now loaded in two steps (visible, then forced), improving reactiveness. Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them, and also "LastRenderTimeMips" which related to timed primitives. Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency. "Texture Streaming Build" now updates the map check after execution. Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic. Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements. Change 3224532 on 2016/12/07 by Uriel.Doyon Integrated CL 3223965 : Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore. Added more options to allow the user to cancel this build also. Change 3224714 on 2016/12/07 by Ben.Woodhouse Cherry pick CL 3223972 from //fortnite/main: Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms) Change 3224715 on 2016/12/07 by Ben.Woodhouse New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version Change 3224975 on 2016/12/07 by Rolando.Caloca DR - vk - Dump improvements Change 3225012 on 2016/12/07 by Rolando.Caloca DR - Show warning if trying to use num samples != (1,2,4,8,16) Change 3225126 on 2016/12/07 by Chris.Bunner Added 'force 128-bit rendering pipeline' to high-res screenshot tool. #jira UE-39345 Change 3225449 on 2016/12/07 by Chris.Bunner Updated engine rendering defaults to better match current best practices. #jira UE-38081 Change 3225485 on 2016/12/07 by Chris.Bunner Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases. #jira UE-19394 Change 3225486 on 2016/12/07 by Chris.Bunner Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled. Change 3225505 on 2016/12/07 by Daniel.Wright Fixed exponential height fog disappearing with no skybox Change 3225655 on 2016/12/07 by Benjamin.Hyder Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting. Change 3225668 on 2016/12/07 by Chris.Bunner Dirty owning packages when user manually forces regeneration of all reflection captures. #jira UE-38759 Change 3226139 on 2016/12/07 by Rolando.Caloca DR - Fix recompute tangents disabling skin cache - Make some macros into lambdas #jira UE-39143 Change 3226212 on 2016/12/07 by Daniel.Wright Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false Change 3226213 on 2016/12/07 by Daniel.Wright Scene Capture 2D can specify a global clip plane, which is useful for portals * Requires the global clip plane project setting to be enabled Change 3226214 on 2016/12/07 by Daniel.Wright Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass * If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used * Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing * Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost * Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall Change 3226258 on 2016/12/07 by Rolando.Caloca DR - Typo fix Change 3226259 on 2016/12/07 by Rolando.Caloca DR - compile fix #jira UE-39143 Change 3226932 on 2016/12/08 by Chris.Bunner Re-saved Infiltrator maps to update reflection captures. #jira UE-38759 Change |
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20bf0eb6a1 |
Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none #lockdown Nick.Penwarden [CL 3226823 by Ben Marsh in Main branch] |
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4ba423868f |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch] |
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bb70b349ce |
Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden [CL 2819020 by Matthew Griffin in Main branch] |
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7d001149d0 |
Extended VisualizeTetxure/Vis to also have Red, Green and Blue channel modes (by Lionhead Studios)
[CL 2546029 by Martin Mittring in Main branch] |
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a0978f8b96 |
Merging Dev->Main up to CL#2467337 using UE4-Fortnite-To-UE4.
* CL#2446826 Lukasz.Furman Back out changelist 2445212 Broken direct paths to goal, will fix it soon. * CL#2446871 Lukasz.Furman fixed path updates of direct path (FAbstractNavigationPath) #fortnite * CL#2447293 John.Abercrombie Resubmit CL 2443888 - Looks like things are working correctly, potentially due to my changes in CL 2444830 (Back out changelist 2443888 - which backed out CL 2443888 originally) * CL#2447787 Ben.Zeigler #UE4 Fix for cooking gameplay cue notifies, keep hard references to them during cooking as they get GCd out otherwise * CL#2448460 Lukasz.Furman added cleanup for duplicated subtree assets on behavior tree graph save #fortnite * CL#2449132 David.Nikdel #UE4 #DataTable #JSON: Added WriteRowAsJSON to serialize a single row from a table to Json and adjusted WriteTableAsJSON to use this internally * CL#2449208 Fred.Kimberley Fix crashes when compiling some blueprints. A recent change (2447719) added a one frame delay during blueprint compiling where some data may be NULL. Added null checks to handle this situation. #ue4 * CL#2449329 Josh.Andersen #engine - Added more info to an assert that can happen in an animsequence at runtime. * CL#2449869 sebastian.kowalczyk Changed timer in visual logger to use FTimerHandle. Fixed possible issue with missing log on LogVisualizer timeline. * CL#2450394 John.Abercrombie Part of the fix for FORT-4986 - Blaster will become inactive towards a specific player if player goes out of range during the blasters attack. - The set next montage section and wait was using callbacks from the end of the animation, rather than when it is blended out - Fixed up function names to match the functionality of animations blending out rather than the animation ended * CL#2451683 Josh.Andersen #engine - Enhanced PlaySlotAnimation by allowing looping counts as a parameter. Enhanced StopSlotAnimation by adding the ability to stop only a specific slot node. * CL#2452151 Ben.Zeigler #UE4 Fix ability block tags to correctly handle parent expansion, we want to expand the parents of the ability we're checking, not the blocked tags Fix it so AbilitySystemComponent::PlayMontage correctly sets the start section if called on a predicted client * CL#2452733 Ben.Zeigler #UE4 Fix replication bug where an actor without a root component was treated as being at 0,0,0 for computing net priority, leading to different priority based on facing direction * CL#2453024 Lukasz.Furman added navigation filter to EQS pathfinding tests * CL#2453422 Ben.Zeigler #UE4 Fix bug with FGameplayTagCountContainer, where if you added A, then A.B, then removed A, then removed A.B, A would still be in the explicit tag list. Switch to using a separate map for explicitly added tags * CL#2453874 Josh.Markiewicz #UE4 - check that the http module is available before attempting to remove pending http requests in mcp - prevents an assert in the http module that it was unloaded based on shutdown order of modules and timing of pending requests at shutdown * CL#2453906 Josh.Markiewicz #UE4 - added IsValid function to party reservation structure - added a few more checks to validate input on reservation request - prevent empty or invalid reservation ids on reservation requests * CL#2454211 Bob.Tellez #UE4 CategoryText for tags that were added by being parent tags of others is now properly registered when inserting tags into the tag manager tree. * CL#2454353 Billy.Bramer - Fixes for issues in GE pending list implementation: - PendingAdds could become out of sync due to additional removals or additions occuring during a scope lock; Removed pending add integer optimization to guarantee accuracy - GetActiveGameplayEffect(Idx) could return results in the pending list that weren't actually being actively used at the moment - RemoveActiveEffects needs to scope lock because removals can cause additional removals earlier in the array * CL#2454740 Laurent.Delayen Fixed SlotNode being registered multiple times when inside of a State. (Triggered by FAnimNode_StateMachine::SetState) * CL#2455611 Ben.Zeigler #UE4 Changes to GameplayCue handling to improve network performance: Add wrapper to FGameplayCueManager to handle batching together Execute gameplay cues. FScopedGameplayCueSendContext can be used to create a batched context, cues created during that period will all be sent after the context falls out of scope. Subclasses of GameplayCueManager can implement ProcessPendingCueExecute to do processing on the execute cues before networking and display. Fixed bug where Remove cue events would be sent twice for loose cues, deleted the RPC. Fixed bug where WhileActive/Removed cue events would happen twice on a predicted client * CL#2455653 Ben.Zeigler #UE4 Add code to support checking networking conditions like OwnerOnly for custom delta serialization used by fast tarray serialization. They were ignored before and it always replicated. * CL#2455995 Lukasz.Furman fixed losing pending task execution data after failed search attempt * CL#2456247 John.Abercrombie - The FBlackboardKeySelector ActorToCheck's KeyID is an invalid value for some reason (only occurs in cooked content) - Made it so if we detect an invalid KeyID we get the correct KeyID at runtime - This could be causing problems elsewhere, but it'll at least fix this particular issue on AIs for now - Not marking the bug fixed because it needs a real fix, this code will be removed. Passing to Lukasz. * CL#2456854 John.Abercrombie Fixed crash when writing to VLog while it was making a string with invalid data * CL#2457309 Eric.Newman Don't update LastUserInteractionTime for WindowActivated events unless it was mouse triggered. This fixes an issue where "kicked from game" popups would cause the user to be treated as active. * CL#2457658 Sammy.James Double-Deferred Slate Widgets will now properly render :) * CL#2458196 Lukasz.Furman proper fix for UBTDecorator_CheckGameplayTagsOnActor * CL#2458334 sebastian.kowalczyk Fix for issue "Pause does not stop the Visual Logger from recording data while PIEing with dedicated server". * CL#2459893 Billy.Bramer [FORT-6059] Add GE removal tech necessary to support Phil fixing AE damage clouds - Add RemoveActiveGameplayEffectBySourceEffect to ability system component (implemented via CustomMatch delegate in query so as to avoid risking query changes before OT2; query needs a refactor in general) - Change CustomMatch query delegate to take the active effect by reference instead of making copies - Fix bug with stacking where the stacking limit could be completely ignored on aggregate by target stacks if the newly added effect didn't have a valid instigator ASC (can happen on delayed application like via projectiles) * CL#2462362 Daniel.Broder Minor cleanup while investigating a crash: In FBlueprintVarActionDetails::PopulateCategories: * Split up check with && into two separate checks so the exact issue can be seen * Replaced repeated calls to MyBlueprint->GetBlueprintObj() with Blueprint, which already existed and was already assigned to that value. * Made a few spacing discrepancies consistent within the function. * CL#2462580 John.Abercrombie Added a decorator that can set a tag cooldown but does not test affect BT execution flow * CL#2463013 John.Abercrombie Added extra info to VLog when we need to smash something as part of our path. - Exposed the PathFollowing log category outside of the AI Module * CL#2463138 Josh.Markiewicz #UE4 - found some compile errors when LOG_SLATE_EVENTS is 1 - doesn't actually make it work, but they were compile errors * CL#2464208 Ben.Zeigler #UE4 Flush MustBeMappedGUIDs list after flushing dormancy, those avoids warnings the next time something is replicated * CL#2464231 Josh.Markiewicz #UE4 - added more descriptions to party beacon return results * CL#2466155 Lukasz.Furman added batch pathfinding test for EQS * CL#2466237 Lukasz.Furman EQS generators will now cache NavLocation of items if navmesh projection is enabled * CL#2466356 Lukasz.Furman added support for deprecated nodes in EQS editor * CL#2466358 Lukasz.Furman pathing grid EQS generator is now deprecated * CL#2466439 Lukasz.Furman added failsafe in EQS editor for recreating missing nodes * CL#2466643 Josh.Markiewicz #UE4 - removed cached "is talking" value as it doesn't persist across various travel mechanisms. Start/StopTalking handle their own state. * CL#2466813 Laurent.Delayen Fix for weapons not showing aiming angle on simulated proxies. * CL#2467308 Bob.Tellez #UE4 Fixed an issue where when following a redirector, a non-PIE world will be changed to the PIE world type. Also removed some log spam related to worlds while streaming. [CL 2474673 by Bob Tellez in Main branch] |
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149375b14b |
Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch] |
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09b9524d83 |
Distance Field AO optimizations profiling on Nvidia
Objects with no distance field representation (character) no longer receive DFAO, that was causing a huge amount of interpolation cost Interpolation splat uses depth testing, splat bounding geometry is moved to front, with clamping to avoid near plane clipping Background is stenciled out from interpolation splat pass Experimental tiled compute interpolation implementation, disabled as it's slower Covered over NaNs in interpolation pass which were getting expanded during filtering Surface cache resources are allocated based on worst case of the current resolution, saves memory and prevents overflow [CL 2311600 by Daniel Wright in Main branch] |
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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] |
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cfaf45ac58 |
Header cleanup: Engine module, public headers.
[CL 2265766 by Mikolaj Sieluzycki in Main branch] |
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bcde0d05c2 |
Mobile Preview
* More removal of GRHIFeatureLevel and GRHIShaderPlatform [CL 2262530 by Graeme Thornton in Main branch] |
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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] |
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1d50eae0de |
UE4 - rework RHI user-facing APIs to be safer and incorporate the desired sematics
[CL 2119499 by Gil Gribb in Main branch] |
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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] |
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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] |
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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] |
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324683ce78 | Engine source (Main branch up to CL 2026164) |