Commit Graph

9 Commits

Author SHA1 Message Date
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
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
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
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
Terence Burns
ed12de7f13 Added support to configure which target RHI's we desire on platforms.
User can now select target RHI's for windows under: Edit->Project Preferences->Windows->Targeted RHIs

Split up GetShaderFormats into GetAllPossibleShaderFormats and GetAllTargetedShaderFormats.
D3D11 and D3D10 remain the only two on, by default, for windows.

#ReviewedBy Nick.Penwarden

[CL 2068025 by Terence Burns in Main branch]
2014-05-09 08:51:44 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00