Commit Graph

31 Commits

Author SHA1 Message Date
Gil Gribb
d5dd196727 UE4 - remove stale comments
[CL 2244470 by Gil Gribb in Main branch]
2014-08-05 13:35:53 -04:00
Lee Clark
0752c1815d PS4 - Geometry shader ring buffers
* Off chip GS ring buffers are now handled by allocating the global resource table from the command buffer when required. Removes the need to use the largets output for all GS.
* Initial support for OnChip GS. Internal compiler not currently supported due to missing profile. Also seeing some random polys which looks to be an issue with the SDK.

#codereview Marcus.Wassmer

[CL 2239732 by Lee Clark in Main branch]
2014-08-01 08:47:13 -04:00
Mark Satterthwaite
95fde7bea8 Add a specific SP_OPENGL_SM4_MAC so that we can compile shaders from Windows for all Macs, even the older GL 3.3 devices that don't support volume-texture rendering.
#codereview nick.penwarden, michael.trepka

[CL 2238230 by Mark Satterthwaite in Main branch]
2014-07-31 09:03:55 -04:00
Dmitry Rekman
30a9dc0957 [Github] PR #306: safe/minor changes.
- Minor fixes, Linux-specific additions (like preferred source code accessor setting or building ForsythTriOO) and tweaks (log level, etc).

#codereview Josh.Adams

[CL 2237893 by Dmitry Rekman in Main branch]
2014-07-30 23:46:52 -04:00
Timothy Lottes
06c5196590 Start of no-gbuffer rendering option. Still have a lot of work to do before this is functional.
[CL 2236268 by Timothy Lottes in Main branch]
2014-07-29 17:32:52 -04:00
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
Gil Gribb
18d525f874 UE4 - parallel rendering, reworks command lists
[CL 2226868 by Gil Gribb in Main branch]
2014-07-22 08:29:38 -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
Rolando Caloca
5d586a4f05 UE4 - Common crosscompiler headers
[CL 2219173 by Rolando Caloca in Main branch]
2014-07-15 13:25:14 -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
Gil Gribb
a5e5aef45d UE4 - cleaned up the recursive RHI usage for command lists and added these RHI mthods as queuable RHICopyToResolveTarget, RHICLear, RHIClearMRT, RHIClearUAV
[CL 2181497 by Gil Gribb in Main branch]
2014-07-09 11:02:23 -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
Joe Tidmarsh
b51d4179ca Converted ConsoleManager code over to use the new typed TAutoConsoleVariable. Implemented support for auto typed string variables.
Moved console variables to their corresponding cpp files where possible.

#ttp 319909 - UE4: RENDERING: Change the ConsoleManager code over to use the new typed TAutoConsoleVariable

[CL 2116537 by Joe Tidmarsh in Main branch]
2014-06-25 05:47:33 -04:00
Rolando Caloca
087ca07f1c UE4 - Whole scene static shadows using RHICmdList (r.RHICmd > 1); static meshes pass using r.RHICmd > 0
[CL 2111004 by Rolando Caloca in Main branch]
2014-06-19 18:32:29 -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 Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -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
Mark Satterthwaite
83ba1896f4 Fix building on Mac using distcc which seperates pre-processing and compilation.
#codereview michael.trepka

[CL 2097023 by Mark Satterthwaite in Main branch]
2014-06-06 06:37:48 -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
Daniel Wright
1464dcf2c3 Distance field AO using a surface cache
* Provides mid-range stable AO for dynamic rigid meshes
* Movable sky lights are now supported, and distance field AO is used for shadowing Movable sky lighting from dynamic scenes
* Static meshes are preprocessed into signed distance field volumes at mesh build time when the r.AllowMeshDistanceFieldRepresentations project setting is enabled
* Non-uniform scaling does not work with this method (mirroring is fine), animating through world position offset also causes artifacts as the two representations diverge
* Occlusion is computed along cones to reduce over-shadowing, object distance fields are operated on directly (no hierarchy) to obtain enough resolution to prevent leaking, visibility traces are done with cone stepping to allow better parallelization, and shading is done adaptively in space and time using the surface cache.

[CL 2093556 by Daniel Wright in Main branch]
2014-06-03 15:53:13 -04:00
James Golding
9d302e8460 Remove more headers from Engine.h (StaticMeshResources.h, AnimTree.h, SkeletalMeshTypes.h, SkeletalMeshActor.h, LightingBuildOptions.h, PixelFormat.h, WorldComposition.h, VisualLog.h, StaticLighting.h, Lightmap.h, ShadowMap.h, Model.h)
[CL 2086772 by James Golding in Main branch]
2014-05-29 17:21:47 -04:00
Lee Clark
8591ddccc5 PS4 - Change the shader sdb output folder and add the shader debug mode settings to the shader key
[CL 2080153 by Lee Clark in Main branch]
2014-05-21 05:34:23 -04:00
Mark Satterthwaite
81cc885bad Changes for running 'clang -E' to preprocess & then calling clang to compile the output in separate stages.
Necessary for using a distributed compiler on OS X. Updated for recent changes that caused more preprocess problems.
#codereview michael.trepka, jack.porter

[CL 2072853 by Mark Satterthwaite in Main branch]
2014-05-14 09:22:59 -04:00
Daniel Wright
df95ea359b Speedtree v7.0 integration
[CL 2072058 by Daniel Wright in Main branch]
2014-05-13 16:56:54 -04:00