Commit Graph

20 Commits

Author SHA1 Message Date
Gil Gribb
c3a1b22610 UE4 - parallel rendering - fix a few bugs with shader creation and static states, do prepass in parallel
[CL 2229807 by Gil Gribb in Main branch]
2014-07-24 08:54:31 -04:00
Graeme Thornton
9e0c448386 Mobile Preview Continued Work:
* For several preview components (cascade + a couple of animation previews), don't create a separate FXSystem for the preview world. Just use the one created internally by the world
* Several bug fixes and improvements to dynamic feature level switch
* Continued conversion of code that references to global feature level.

#codereview Nick.Penwarden

[CL 2229679 by Graeme Thornton in Main branch]
2014-07-24 05:23:50 -04:00
Gil Gribb
9a379a2aea UE4 - local uniformbuffers for command lists
[CL 2220640 by Gil Gribb in Main branch]
2014-07-16 09:49:21 -04:00
Gil Gribb
fe1b255d99 UE4 - defer deletes of RHI resources and some parallel prototyping
[CL 2218215 by Gil Gribb in Main branch]
2014-07-15 07:34:34 -04:00
Graeme Thornton
747d2a9b9d Mobile Preview In Editor
- Material editor preview nodes now work when the editor is in es2 mode
 - Make editor primitives work in ES2 mode
 - Fix slate font rendering in ES2 mode
 - Remove ES2 shader de-gamma when in the editor
 - Add a new linear sampler type for linear textures
 - Various fixes for dynamic feature level switching
 - When in an emulated feature level mode, display some text in the level editor viewport saying what feature level we're running
 - Removed feature level parameter from USkeletalMesh::GetResourceForRendering. Not used for anything
 - ParticleVertexFactoryPool is now creates feature level specific vertex factories.

[CL 2187558 by Graeme Thornton in Main branch]
2014-07-10 10:39:54 -04:00
Nick Penwarden
bf28b61151 RHI texture references are now managed with an FRenderResource.
Last render time for textures can now be exposed via an FLastRenderTimeContainer provided at construction time. Only implemented for texture references. Eventually this can unify last render time for normal textures and texture references.

[CL 2170350 by Nick Penwarden in Main branch]
2014-07-07 13:21:55 -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
James Golding
830a3f3634 Move FShadow/LightMapRef into SceneTypes.h, stop including LightMap.h/ShadowMap.h everywhere
Add explicit constructor to UStaticMeshComponent, ULandscapeComponent and FModelElement so they can be implmented in cpp file, which includes LightMap/ShadowMap.h
Rename PackedNormal.inl to PackedNormal.h and move rest of declaration, so it can be included independent of RenderUtils.h
Move FMaterialRelevance definition from PrimitiveComponent.h to MaterialInterface.h
Move FExpressionInput/FExpressionOutput/FMaterialInput etc. from MaterialShared.h into new MaterialExpressionIO.h, to avoid Material.h pulling in RHI includes
Other required includes added
#codereview rolando.caloca

[CL 2113877 by James Golding in Main branch]
2014-06-23 07:12:12 -04:00
Josh Adams
b552e2d883 Urban->Main
#codereview jeff.campeau,nick.penwarden,rolando.caloca

[CL 2108642 by Josh Adams in Main branch]
2014-06-17 18:27:26 -04:00
Jaroslaw Palczynski
3a35a8dd0e Deprecate and remove checkAtCompileTime.
#ttp 337754
#codereview Robert.Manuszewski

[CL 2106862 by Jaroslaw Palczynski in Main branch]
2014-06-16 08:04:54 -04:00
Jaroslaw Surowiec
f3b04ddb1c Stats - Fixed a memory leak in the UFE, added better implementation for the stats advance frame
#codereview Robert.Manuszewski

[CL 2103266 by Jaroslaw Surowiec in Main branch]
2014-06-12 12:09:36 -04:00
James Golding
0745f08cf3 Changes to reduce headers pulled in when including basic Engine headers directly (Actor.h, PrimitiveComponent.h, MaterialInstance.h etc).
Break pieces of SceneManagement.h into their own new headers (SceneTypes.h, SceneView.h, SceneInterface.h, PrimitiveViewRelevance.h, PrimitiveUniformShaderParameters.h, MeshBatch.h, FinalPostProcessSettings.h, BlendableManager.h)
Break StaticParameterSet and static param classes from MaterialShared.h into new StaticParameterSet.h
Move FLight/ShadowMapRef definition from Light/ShadowMap.h into SceneTypes.h, to avoid needing to include them globally
Move FPhysicsVolumeChanged delegate definition to SceneComponent.h, to avoid including Components.h
Also fix some non-unity compile errors in AI module
#codereview rolando.caloca

[CL 2101629 by James Golding in Main branch]
2014-06-11 06:22:25 -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
6d0d39df73 * added CreateInfo to RHICreateVertexBuffer and RHICreateStructuredBuffer and RHICreateIndexBuffer calls for upcoming changes
[CL 2079626 by Martin Mittring in Main branch]
2014-05-20 18:05:33 -04:00
Dmitry Rekman
e3105eda19 Merging the bulk of Darkside changes.
- New target platforms (LinuxNoEditor for client+server, LinuxClient for client, Linux for editor, LinuxServer for dedicated server - mirroring other platforms).
- Preliminary support for gcc in the toolchain (and some safe fixes in code).
- No more lowercasing when accessing files on Linux, tread carefully.
- Changes needed for native compilation and other minor improvements.

#codereview Josh.Adams, Michael.Liebenow, Steve.Robbs

[CL 2067133 by Dmitry Rekman in Main branch]
2014-05-08 13:01:46 -04:00
Mikolaj Sieluzycki
45c031d576 #ttp 331438 UE4: PlatformMath refactor
#proj core
#branch UE4
#summary Rename Trunc, Round, Floor, Ceil to TruncToInt, RoundToInt, FloorToInt, CeilToInt. Added *ToFloat versions. Repeated for FGenericPlatformMath and all derived classes for all platforms wherever applicable. Corrected comment in Fractional and added Frac() which does HLSL-style fractional (x - floor(x)). Checked for compilation on all projects (with cooking levels wherever applicable). Didn't change Fractional to Frac, this will be done in second commit.
#codereview robert.manuszewski

[CL 2064306 by Mikolaj Sieluzycki in Main branch]
2014-05-06 06:26:25 -04:00
Andrew Brown
b145f1d79e Simple and Group Stat Exec commands can now be triggered from the level viewport Show menu directly.
#ttp 306334 - ROCKET: TASK: PUNTABLE: Stats: FN: Make diagnostic stats discoverable and available in the UI (don't require console to toggle)

#branch UE4

#change
DECLARE_STATS_GROUP û Added additional param GroupCategory, for subfolder use in the UI. Fixedup all Stats Group usage so the category is now propagated through where it needs to be.
Currently all Group stats have the Category æAdvancedÆ, and all engine stats have the Category æSimpleÆ û this is just to differentiate them for now, better categories will come along in future.
Modified FindOrAddMetaData as it now broadcasts a delegate (via a TaskGraph) whenever a new stat meta data is added û this was needed as not all the stat groups are æregisteredÆ when the level viewports are created (they are drip loaded), so the viewports need to listen for any additions thereafter...
GroupDescription is displayed as a tooltip in the UI for the stat entry and we may want to localize these.
RenderStats & RenderGroupedWithHierarchy: Modified so that it now takes the viewport that it should render to as a param (which is also used to determine if each stat should be visible).
Removed StatsEnabled delegate in favour of StatCheckEnabled, StatEnabled, StatDisabled, StatDisableAll for more finite usage and feedback when toggling them.
Modified FHUDGroupManager HandleCommand It now uses the new delegates to work out whether it needs to enable or disable for the current viewport, so itÆs more involved than a simple toggle, itÆs more ôis the stat enabled for the current viewport, and is it enabled for any viewportö delegate querying so it can react accordingly.

Added struct FSimpleStatFuncs: Which contains info on each æSimple StatÆ such as; name, category, description, renderfunc, togglefunc and the side of the viewport it should be rendered to
ExecSimpleStat û Calls Exec for a registered Simple Stat, ensuring the correct viewport is set
IsSimpleStat û Checks to see if a stat is a registered Simple Stat or not
SetSimpleStat û Sets the state of a specified Simple Stats
SetSimpleStats - Sets the state of the specified Simple Stats
RenderSimpleStats û Renders the Simple Stats if they are enabled, and have Render functions assigned.
Each Exec function had the code it executes which itÆs toggled and rendered into functions

Added FStatUnitData & FStatHitchesData: Moved all the globals/static variables used when enabling Stat Unit/Hitches into a struct as itÆs now used by multiple viewports and they needed their own copies. Also moved their draw functions here too.

FSceneViewport:
SwapStatCommands û Exchanges the enabled stats between two viewports, this is so when PIEing the stats which were enabled on the Level Viewport (if playing in active viewport only) get transposed to the Game Viewport, and then restored when PIE ends.
SEditorViewport:
ToggleStatCommand û Called when a stat is enabled/disabled from the UI
IsStatCommandVisible û Checks to see if a stat command should appear as visible in the UI
SEditorViewportViewMenu:
GenerateViewMenuContent û Made protected and virtual so it could be called externally.
FLevelViewportCommands: Added the code needed to generate commands for each of the Stat menu entries, however because not all stats are registered when this happens, it also creates some delegates to listen out for others that are registered later
Destructor û Needed to reset delegates
HandleNewGroupStat û Creates the new group stat commands
HandleNewStat û Creates the new stat command
FindStatIndex û Looks for where a stat should be inserted in the menu in order to maintain alphabetical order
SLevelViewport:
Modified the code so that the states of all the SimpleStats are saved so they can be restored next time the editor is ran (previously just handled FPS).
OnFloatingButtonClicked û Called whenever any of the level viewports floating buttons are clicked in order to correctly set the ælastÆ viewport global
OnToggleAllStatCommands û Called when the user selects æHide AllÆ from the viewport.
ToggleStatCommand û Called when the user selects any other stat option from the viewport.
BindStatCommand û Used to bind the menu action to the command name (used by delegate)

Added SLevelEditorViewportViewMenu (extends SEditorViewportViewMenu), and overrode GenerateViewMenuContent so that OnFloatingButtonClicked can be called whenever the menu is clicked on. This is also called during GenerateOptionsMenu, GenerateCameraMenu, GenerateShowMenu & OnToggleMaximize
Added global ptr GStatProcessingViewportClient (sim to Current, Last) used to keep track of which viewport the stat should be applied too (only valid within the scope of the Exec call).

FViewportClient:
Moved global ESoundShowFlags enum list into this class.
FCommonViewportClient:
Destructor û Needed to reset GStatProcessingViewportClient
FLevelEditorViewportClient
SetCurrentViewport û moved code responsible for setting the global æcurrentÆ viewport ptr into a func
SetLastKeyViewport û moved the code responsible for settings the global ælastÆ viewport ptr into a func
UGameViewportClient:
Destructor û Needed to cleanup delegate usage.
FViewportClient & FLevelEditorViewportClient & UGameViewportClient*
GetStatUnitData û The viewports copy of the variables needed when running the Stat Unit Exec
GetStatHitchesData û The viewports copy of the variables needed when running the Stat Hitches Exec
GetEnabledStats û Gets a list of all the stats which are enabled for the viewport
SetEnabledStats û Sets a list of all the stats which should be enabled for the viewport
IsStatEnabled û Checks to see if a specific stat is enabled for the viewport
SetStatEnabled û Sets a specifics stats state to enabled or disabled
GetSoundShowFlags û Gets which flags are enabled for the Stat Sounds Exec
SetSoundShowFlags û Sets which flags are enabled for the Stat Sounds Exec
HandleViewportStatCheckEnabled (delegate) û checks to see if a specific stat is enabled on this viewport
HandleViewportStatEnabled (delegate) û enables a specific stat for the viewport
HandleViewportStatDisabled (delegate) û disables a specific stat for the viewport
HandleViewportStatDisableAll (delegate) û disables all stats for the viewport
*FViewportClient has dummy virtual funcs and LevelEditor/Game both have the same implementations, the only differences is the GameViewports member variables are static so that the stat info persists between runs.

FLevelEditorViewportInstanceSettings deprecated bShowFPS in favour of an EnabledStats array (so we can track the state of all stats, not just FPS).
Added new config var bSaveSimpleStats: if enabled, restores previously enabled level viewport simple stats the next time the editor runs (defaults to false).

Modified FillShowFlagMenu so that thereÆs just one func and you specify where (if any) youÆd like a separator to occur.
Added FillShowStatsSubMenus so that menus can be generated which have submenus
Added the Stats sub menu to the View menu

Modified Execs so that the GStatProcessingViewportClient is set to the correct default viewport (if it wasnÆt specified), and clears again after itÆs been processed
HandleStatCommand now takes World and ViewportClient as params too û needed when Execs enabled other Execs so the world/viewport persists.
SetAverageUnitTimes û Added as a Setter func for GetAverageUnitTimes (moved code out of Stat Unit renderer and modified so that it only updates once per frame).

Stripped out all unneeded globals

[CL 2058522 by Andrew Brown in Main branch]
2014-04-29 04:04:27 -04:00
Jaroslaw Palczynski
37b8626c43 #ttp 331741 - UE4: CORE: TaskGraph: Move GetTaskName functionality into GetStatId
#proj UE4
#branch UE4
#summary The interface of FGenericTask is now changed. Removed GetTaskName() and changed GetStatId() to non-static and const.
#codereview Robert.Manuszewski
#codereview Jaroslaw.Surowiec

[CL 2048817 by Jaroslaw Palczynski in Main branch]
2014-04-23 19:22:09 -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
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00