Commit Graph

59 Commits

Author SHA1 Message Date
Gil Gribb
c7b6303e56 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2771498 on 2015/11/18 by Rolando.Caloca
	DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma
	#codereview Marcus.Wassmer

Change 2771600 on 2015/11/18 by Rolando.Caloca

	DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf
	Usage:
	ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs

	-Also removed old communication enum from SCW
	#rb Daniel.Wright

Change 2771647 on 2015/11/18 by Rolando.Caloca

	DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code
	- Entry point string now gets modified to the optimized one
	- Fixed parser allocator when requesting pages bigger than PageSize
	#rb Chris.Bunner

Change 2772133 on 2015/11/18 by Chris.Bunner

	Removed physics shape type zeroing on Speedtree import. UE-23285
	#rb Ori.Cohen

Change 2772225 on 2015/11/18 by Rolando.Caloca

	DevRendering - Hlsl - Support for removing unused inputs on pixel shaders
	- Fix some shadow variable warnings
	#rb Chris.Bunner, Nick.Penwarden

Change 2772469 on 2015/11/18 by Daniel.Wright

	Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task
	Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile)
	#rb Rolando.Caloca

Change 2772471 on 2015/11/18 by Daniel.Wright

	Particle SubUV cutouts
	* A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation.
	* Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw.
	* GPU performance savings depend on how much empty space (zero alpha) existed in the texture.  Measured a reduction of 2-3x GPU time on a smoke effect.
	* This only works if the material does not modify opacity to reveal areas with zero texture alpha

Change 2772483 on 2015/11/18 by Marcus.Wassmer

	Filtering options on UnrealPak -list
	#rb Josh.Adams

Change 2772644 on 2015/11/18 by Daniel.Wright

	Integrate - Temporal AA dithering is only enabled if outputting to a low precision format
	#rb Nick.Penwarden

Change 2773336 on 2015/11/19 by Rolando.Caloca

	DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0
	#rb Marcus.Wassmer

Change 2773476 on 2015/11/19 by Rolando.Caloca

	DevRendering - PS4 Shader attribute export stats
	Run using r.PS4DumpExportStats 1 in the console
	- Also fixed non-vertex shaders not getting optional data
	#codereview Marcus.Wassmer

Change 2773865 on 2015/11/19 by Gil.Gribb

	UE4 - Added an FName churn tracker.

Change 2773900 on 2015/11/19 by Rolando.Caloca

	DevRendering - Fix sharing shaders for material & mesh shaders
	#rb Marcus.Wassmer

Change 2774277 on 2015/11/19 by Gil.Gribb

	UE4 - Did minor optimizations to the PS4 RHI and drawlists.

Change 2774421 on 2015/11/19 by Olaf.Piesche

	Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor

	#codereview Martin.Mittring

Change 2774447 on 2015/11/19 by Rolando.Caloca

	DevRendering - Velocity and Depth shader pipelines
	#rb Marcus.Wassmer

Change 2774603 on 2015/11/19 by Marcus.Wassmer

	Windowed vsync for ps4
	#rb Rolando.Caloca

Change 2775650 on 2015/11/20 by Rolando.Caloca

	DevRendering - Added two utility overloads per UDN suggestion
	#codereview Gil.Gribb

Change 2775798 on 2015/11/20 by David.Hill

	Adding a new AutoExposure method

	#rb Martin.Mittring

Change 2776345 on 2015/11/20 by Daniel.Wright

	Capsule shadows for movable skylight
	* Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion
	* Requires DFAO to be enabled at the moment
	* Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous

Change 2777033 on 2015/11/22 by Uriel.Doyon

	Enabled SceneTextures node validation when material domain is DeferredDecal
	#review Martin.Mittring
	#jira UE-23141

Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
Josh Adams
660ab7f0c9 Copying //UE4/Dev-Platform to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2719147 on 2015/10/07 by Mark.Satterthwaite

	Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track.

Change 2719182 on 2015/10/07 by Mark.Satterthwaite

	Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient.

Change 2719185 on 2015/10/07 by Mark.Satterthwaite

	Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw.

Change 2719434 on 2015/10/07 by Mark.Satterthwaite

	Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server.

Change 2724764 on 2015/10/12 by Josh.Adams

	[Initial AppleTV support]
	Merging	//depot/YakBranch/... to //UE4/Dev-Platform/...

Change 2726266 on 2015/10/13 by Lee.Clark

	PS4 - Calc reserve size required for DMA copy when using unsafe command buffers

Change 2726401 on 2015/10/13 by Mark.Satterthwaite

	Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected.
	#jira UE-15228

Change 2726421 on 2015/10/13 by Lee.Clark

	PS4 - Don't try to clear invalid targets

Change 2727040 on 2015/10/13 by Michael.Trepka

	Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72

Change 2729783 on 2015/10/15 by Keith.Judge

	Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty.

Change 2729847 on 2015/10/15 by Mark.Satterthwaite

	Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff.
	#jira UE-21992

Change 2729865 on 2015/10/15 by Keith.Judge

	Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition.

Change 2729897 on 2015/10/15 by Keith.Judge

	Fast Semantics - Make sure all GetData() calls are made safe with GPU fences.

Change 2729972 on 2015/10/15 by Keith.Judge

	Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly.

	This should be marginally quicker as it stops a double call to ClearState().

Change 2731503 on 2015/10/16 by Keith.Judge

	Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict).

Change 2731596 on 2015/10/16 by Keith.Judge

	Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.

Change 2731928 on 2015/10/16 by Michael.Trepka

	PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl)

Change 2731934 on 2015/10/16 by Michael.Trepka

	PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura)

Change 2732018 on 2015/10/16 by Mark.Satterthwaite

	Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached.
	- The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders.
	- Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this.
	- Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL.

Change 2732365 on 2015/10/16 by Josh.Adams

	- Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On)

Change 2733170 on 2015/10/18 by Terence.Burns

	Fix for Android IAP query not returning entire inventory.

Change 2733174 on 2015/10/18 by Terence.Burns

	Fix Movie player issue where wait for movie to finish isnt being respected.

	Seems a stray bUserCanceled event flag was causing this not to be observed.

	Added some verbose logging to apple movie player.

Change 2733488 on 2015/10/19 by Mark.Satterthwaite

	Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information.
	- Fixed a bug that would cause invalid shader membership and draw state information to be logged.
	- Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too.

Change 2735226 on 2015/10/20 by Mark.Satterthwaite

	Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently.
	#jira UE-21214
	#jira UE-19913

Change 2736722 on 2015/10/21 by Daniel.Lamb

	Improved performance of cooking stats system.

Change 2737172 on 2015/10/21 by Daniel.Lamb

	Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
Nick Whiting
31e4175868 Copying Dev-VR to Dev-Main
#lockdown nick.penwarden

[CL 2791734 by Nick Whiting in Main branch]
2015-12-05 02:42:09 -05:00
Ben Marsh
92ec2b8239 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS).

Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file.

Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it)

Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream

	Adding config entries to determine which platforms/configurations are available

	Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build.

	A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid.

Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Copying UnrealGameSync into Engine/Source/Programs.

Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream

	PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667)

Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target.

Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use.

Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to
PrecompileTargetsType.None.

	#codereview Matthew.Griffin

Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream

	Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015

Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream

	Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files.

Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Restore change to gather VC environment directly from registry.

#lockdown Nick.Penwarden

[CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
Nick Penwarden
8c3e23e22e Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown Ben.Marsh

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2762805 on 2015/11/11 by Bob.Tellez

	#UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map.

	#rb Daniel.Wright

Change 2763372 on 2015/11/11 by Marcus.Wassmer

	Auto events around ComputeFenceWaits
	No transition ensure in parallel mode.
	#rb Rolando.Caloca

Change 2764204 on 2015/11/12 by Rolando.Caloca

	DevRendering - Removed reference counting on pipelines as it's not needed
	- Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do
	- Added shader pipeline dependencies and shortened ddc entry
	- Dumped stats now show # shared pipelines
	- Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros
	#rb Marcus.Wassmer

Change 2764409 on 2015/11/12 by Marcus.Wassmer

	Event based GPU frame waiting.
	#rb Gil.Gribb

Change 2764474 on 2015/11/12 by Gil.Gribb

	UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh

Change 2765900 on 2015/11/13 by Marcus.Wassmer

	Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread
	#rb Lee.Clark

Change 2768478 on 2015/11/16 by Marcus.Wassmer

	Remove flushes when locking single-mip 2d textures for writeonly on PS4
	#rb Gil.Gribb
	#codereview Lee.Clark

Change 2769532 on 2015/11/17 by Chris.Bunner

	Discard outdated vertex paint data when loading static mesh components. UE-22603
	#rb Rolando.Caloca

Change 2770002 on 2015/11/17 by Rolando.Caloca

	DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers
	- Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled
	- Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled
	- Fixed PS4's InitFastMathDetection(), was always testing for this
	#rb Marcus.Wassmer
	#codereview Lee.Clark

Change 2770103 on 2015/11/17 by Daniel.Wright

	Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated

[CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
Nick Penwarden
9bb3cb533a Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown ben.marsh

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream

	Capsule shadows
	* Capsule shadows excel at extremely soft area shadows caused by a large light source angle, but don't support accurate self-shadowing
	* Artists can setup a physics asset containing Spheres and Sphyls (capsules) for a skeletal mesh that will be used to represent the mesh's occlusion
	* These shapes can then be used for direct shadowing (bCastCapsuleDirectShadow) on a skeletal mesh component, whose softness depends on the light source angle / radius
	* The shapes can also be used to create an indirect shadow (bCastCapsuleIndirectShadow), whose direction and softness is derived from the precomputed sky occlusion (stationary sky light) or primary indirect lighting (static sky light)
	* Capsule shadowing is computed at half res and uses tiled deferred culling for efficiency - only implemented for PC SM5 + PS4 so far
	* Shadowing of movable skylights is not yet supported

Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data

	Basepass drawlist are now merged within a single drawlist.
	Lighting policy parameters are now accessed through a uniform buffer.
	Changed the global resource initialization so that InitRHI now comes before InitDynamicRHI
	#codereview nick.penwarden

Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams

	Remove unused RHI methods:

	RHIIsDrawingViewport
	RHIGpuTimeBegin
	RHIGpuTimeEnd

	Made default/empty versions of these calls and removed stubs from RHIs that don't use them:

	RHISuspendRendering
	RHIResumeRendering
	RHIIsRenderingSuspended

Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream

	Lighting channels - each component and light can choose from 3 channels
	* Primitives output their channel mask to stencil during the base pass, the masks are copied to a texture after the base pass, deferred lighting passes compare the primitive mask against the light's mask
	* Dynamic shadow casting also respects the channels
	* Only works on opaque materials, direct lighting, dynamic lighting
	* Not implemented for tiled deferred atm
	* This will replace CastsShadowsFromCinematicObjectsOnly in the future
	#rb Martin.Mittring

Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New

	First pass at separate Async Compute Context
	#codereview Lee.Clark,Daniel.Wright
	#rb Gil.Gribb

Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering

	Removed a lot of complexity of the skeletal mesh motionblur code (better for multithreading, simpler, faster) but going from one large buffer to per mesh buffers. Upload of bones only needed once.

	* GPUSkinCache didn't even work before (in this branch)
	* tested  BasePass velocity
	* tested split screen
	* tested editor pause
	* matinee camera cut (no need, invalidates velocity)
	* tested CPU Skin?  (never has motionblur)
	* tested CreateSceneProxy (recreation is prevented in CreteSceneProxy unless bone count changes)
	* test ES2 -featureleveles2

	#rb: Rolando.Caloca

Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data

	Embree integration into Lightmass
	Can be enabled through Lightmass.ini  [DevOptions.StaticLighting]bUseEmbree.
	Also [DevOptions.StaticLighting]bVerifyEmbree will compare ray casting results.
	Only usable on Win64 with this submit.
	#review daniel.wright

Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering

	added SSAO CS version, can be enabled with

	r.AmbientOcclusion.Compute 1

	Not optimized yet
	#rb:Olaf.Piesche

Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream

	Lightmass solver quality improvements
	* IndirectLightingScale is no longer applied to photons, avoids splotchy artifacts when using small scales
	* New 'Lightmass Portal' actor / component which tells the solver where to look for significant lighting.  When lighting with a Static Skylight only, in a mostly indoor environment, setting up these portals is the only way to get high quality.
	* Skylight bounce lighting is now much more accurate and leverages adaptive sampling
	* Fixed a bug that effectively disabled adaptive sampling on high IndirectLightingQualities
	* Shadow penumbras are also improved by IndirectLightingQuality
	* Texel debugging is now a cvar 'r.TexelDebugging', instead of requiring a full recompile

Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data

	Quad Complexity ViewMode (PCD3D_SM5 only).
	Shader Complexity with Quad Overhead ViewMode (PCD3D_SM5 only). Require ShaderComplexity ViewMode & Show.Visualize.QuadOverhead
	#review brian.karis

Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering

	improved SSAO quality (less high frequency noise) to avoid TemporalAA smearing

Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S

	DevRendering - Enable removing unused outputs on PS4 shader pipelines, disable by default removing unused on D3D (toggable with r.D3DRemoveUnusedInterpolators)
	#codereview Marcus.Wassmer

Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev

	Submitting pull request from user Pierdek.
	Early out of particle collision module update if there are no active particles.

	#github
	#1614

Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering

	UE4 - Fixed the experimental r.RHICmdBalanceParallelLists 2 mode and renabled it for orion.

Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering

	UE4 - Added a path so that texture streaming can avoid flushing the RHI thread.

Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream

	Added new PrimitiveComponent setting bSingleSampleShadowFromStationaryLights
	* When enabled, shadowing of a movable component from a stationary directional light will come from the Volume Lighting Samples precomputed by Lightmass
	* This provides essentially free on/off shadow receiving on dynamic objects, with a fade over time between states
	* Lighting has to be rebuilt once for this to work
	#rb Rolando.Caloca

Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering

	UE4 - Dynamically set stream source to avoid creating a separate drawing policy for each static mesh with vertex colors.
	#rb Daniel.Wright

Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data

	Enabled Embree by default
	#review daniel.wright

==========================
ALL CHANGELISTS
==========================

Change 2720123 on 2015/10/07 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - 'integrate' Tem'
Change 2721682 on 2015/10/08 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Eliminated a fatal error '
Change 2721815 on 2015/10/08 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - Fix crash exiti'
Change 2724755 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering -  D3D12 Fix Tier'
Change 2724781 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix offse'
Change 2728317 on 2015/10/14 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - hlslcc - Fix fo'
Change 2729170 on 2015/10/14 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Force Lightmass volume sample g'
Change 2732131 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed resource transition issue'
Change 2732218 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code cleanup '
Change 2733533 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Clear stencil to 0 after decals'
Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Capsule shadows * Capsule shado'
Change 2733546 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Light shaft targets are only al'
Change 2733602 on 2015/10/19 by Uriel.Doyon@uriel.doyon_office_data 'Decals not writing to Normal ca'
Change 2733627 on 2015/10/19 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix for transition ensure. '
Change 2735292 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for dark lightmap precision'
Change 2735298 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for speedtree LOD transitio'
Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data 'Basepass drawlist are now merge'
Change 2737214 on 2015/10/21 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Expanded a warning when importi'
Change 2738581 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Updated comment on stencil usag'
Change 2738583 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Changed bound but not set scene'
Change 2738584 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed skylight occlusion maps b'
Change 2738589 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmap streaming fixes * Chan'
Change 2738593 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fix from licensee for race cond'
Change 2738982 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Activating CanTickOnAnyThread f'
Change 2739032 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Fixing compiler barf with Clang'
Change 2741517 on 2015/10/26 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRindering - D3D12 - Integrat'
Change 2743790 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed texel debugging on static'
Change 2743958 on 2015/10/27 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comments '
Change 2744153 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Unity compile fix '
Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams 'Remove unused RHI methods:  RHI'
Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lighting channels - each compon'
Change 2746242 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix crashes on init by swapping'
Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'First pass at separate Async Co'
Change 2746296 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Buffer label frees so we don't '
Change 2746297 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'updated comment '
Change 2746343 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment '
Change 2746347 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment '
Change 2746811 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Draw event for compute commandl'
Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Removed a lot of complexity of '
Change 2747127 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Improved game console printout '
Change 2747702 on 2015/10/30 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Bumped Lightmass StaticMesh imp'
Change 2747954 on 2015/10/30 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix SubmitDone not called TRC e'
Change 2747979 on 2015/10/30 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'polish console autocomplete tex'
Change 2750719 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Add Embree 2.7.0 for Win64 and '
Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Embree integration into Lightma'
Change 2750872 on 2015/11/02 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R'
Change 2751934 on 2015/11/03 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Disambiguate template function '
Change 2752190 on 2015/11/03 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed assert relating to '
Change 2752333 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Shader pipeline '
Change 2752655 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - Fix Materials pa'
Change 2752710 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment '
Change 2752711 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added better comment/help text '
Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added SSAO CS version, can be e'
Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmass solver quality improv'
Change 2752869 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Add shader pipel'
Change 2752882 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - hlslcc - Metal -'
Change 2752899 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'small SSAO GPU optimization mov'
Change 2752934 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor GPU optimization for SSAO'
Change 2753109 on 2015/11/03 by Uriel.Doyon@uriel.doyon_office_data 'Fixed final build '
Change 2753669 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed SM4 compiling '
Change 2754002 on 2015/11/04 by Nick.Penwarden@nickp_streams 'test change '
Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data 'Quad Complexity ViewMode (PCD3D'
Change 2754115 on 2015/11/04 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed end of frame update'
Change 2754297 on 2015/11/04 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'PS4 compile fixes #codereview U'
Change 2754405 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor SSAO ALU optimizations fi'
Change 2754512 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'adjusted clamp for cvar '
Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'improved SSAO quality (less hig'
Change 2755572 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - PS4 warning fix '
Change 2755667 on 2015/11/05 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed UE-22742, leak in t'
Change 2755722 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Remove unused co'
Change 2755814 on 2015/11/05 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R'
Change 2755935 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Rebuild static m'
Change 2756003 on 2015/11/05 by Uriel.Doyon@uriel.doyon_office_data 'Reduce the number of precompute'
Change 2756145 on 2015/11/05 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Temp fix for GPU crash #rb none'
Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Enable removing '
Change 2756435 on 2015/11/05 by Olaf.Piesche@Olaf.Piesche_roaming 'Disabling a check, to fix OR-85'
Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev 'Submitting pull request from us'
Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed the experimental r.'
Change 2757341 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Changed the RHI thread di'
Change 2757342 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed lazy uniform buffer'
Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Added a path so that text'
Change 2757500 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Add FrameSync to externalprofil'
Change 2757650 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'GBuffer should only be consider'
Change 2757665 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'UE-22816 Instruction count is n'
Change 2757834 on 2015/11/06 by Michael.Trepka@Michael.Trepka_a4202_Dev-Rendering 'Embree integration into Lightma'
Change 2757930 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix UT ensure #rb Peter.Knepley'
Change 2757931 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix Ocean ensure #rb josh.ander'
Change 2757946 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Removed invalid Lightmass asser'
Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Added new PrimitiveComponent se'
Change 2758049 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'OR-8600 CRASH: AllocationLeveli'
Change 2758059 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'r.DumpTransitionsForResource #r'
Change 2758082 on 2015/11/06 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix resource tra'
Change 2758879 on 2015/11/09 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix PSSL names f'
Change 2758911 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed accidental force di'
Change 2758968 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled single frame buffer us'
Change 2758991 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix togglerhithread crash #rb G'
Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Dynamically set stream so'
Change 2759063 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed UE-22368 CLONE - GitHub 1'
Change 2759073 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code quality improvements'
Change 2759501 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix particle ensure. '
Change 2759522 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix decals using CustomStencil.'
Change 2759610 on 2015/11/09 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed line light source shadows'
Change 2759634 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Refined GBufferA resolving when'
Change 2759657 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Fixed ResourceTransition with r'
Change 2759693 on 2015/11/09 by Rolando.Caloca@Rolando.Caloca_T4688_S 'DevRendering - Fixed global sha'
Change 2759771 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Fixed editor hit proxy renderin'
Change 2760188 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled some more deferred dec'
Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data 'Enabled Embree by default #revi'

[CL 2761339 by Nick Penwarden in Main branch]
2015-11-10 17:11:09 -05:00
Nick Penwarden
fc669c6fc4 Mergine changes from //depot/UE4 to //UE4/Main
[CL 2749262 by Nick Penwarden in Main branch]
2015-10-31 10:55:13 -04:00
Marc Audy
e5bb9b4d0d Integrate all non-branch Engine/Source changes from //depot/UE4-Orion to //depot/UE4
#lockdown Ben.Marsh
#platformnotify Josh.Adams

[CL 2718236 by Marc Audy in Main branch]
2015-10-06 15:59:09 -04:00
Martin Mittring
29f89a390c Integrate from Orion
CL 2704794 2704931 2704948 2704962 2705238 2706353 2700643 2705458

        Uniform Buffer layout name

and

more debug info for this and other bugs: OR-7159 CRASH: Client crashed at start of match in D3D11Commands.cpp

Adding OptionalData (key value pairs) to the shaders (to put shader name into the shader code for better debugging), affects all RHI, invalidate DDC key for all shaders, cleanup existing code (was adding 0/1/5 bytes and had to compensate in many areas)

OptionalData:
key is a char, value is up to 255 bytes, up to 64K in total

#platformnotify Josh.Adams

[CL 2706923 by Martin Mittring in Main branch]
2015-09-25 17:34:00 -04:00
Richard Hinckley
6ceaa5aba7 Cleaning out programmer-only comments that were harvested by Doxygen.
#platformnotify Josh.Adams

[CL 2690143 by Richard Hinckley in Main branch]
2015-09-14 09:25:39 -04:00
Rolando Caloca
5028450445 UE4 - Prereq integration for D3D12 support
(Not sure why these are locked...)
#platformnotify Josh.Adams

[CL 2617244 by Rolando Caloca in Main branch]
2015-07-10 16:39:58 -04:00
Terence.Burns
e3c21116cb [INTEGRATE] Change 2567143 by Terence.Burns@SmallChanges on 2015/05/27 15:04:49
Added 'Minimum OS Version' as a build condition of content projects for windows.

	Fixed a small issue in GameProjectUtils that meant the Default(Engine) configs were not being checked against the project correctly.

	UE-15605

	#lockdown Josh.Adams

#platformnotify Josh.Adams

[CL 2575452 by Matthew Griffin in Main branch]
2015-06-03 08:40:17 -04:00
Rolando Caloca
27d7a0e070 UE4 - Fix ES3.1 emulation shader issues
#codereview Allan.Bentham

[CL 2514517 by Rolando Caloca in Main branch]
2015-04-16 13:02:21 -04:00
Rolando Caloca
9a899d66d4 UE4 - Mobile Preview for feature level ES3.1/Metal (experimental)
[CL 2510893 by Rolando Caloca in Main branch]
2015-04-13 18:00:32 -04:00
Mike Fricker
8b30118650 Fixed assertion at startup when same shader format is specified twice in a project's engine config file
Somehow one of my projects ended up with many of the same key.  The code that was handling loading of these had an assumption that each key would only appear once in the list (fixed.)

Example of duplicate keys that would cause this to crash:

[/Script/WindowsTargetPlatform.WindowsTargetSettings]
TargetedRHIs=PCD3D_SM5
TargetedRHIs=PCD3D_SM4
TargetedRHIs=PCD3D_SM5
TargetedRHIs=PCD3D_SM4
TargetedRHIs=PCD3D_SM5
TargetedRHIs=PCD3D_SM4
TargetedRHIs=PCD3D_SM5
TargetedRHIs=PCD3D_SM4
TargetedRHIs=PCD3D_SM5
TargetedRHIs=PCD3D_SM4

[CL 2510529 by Mike Fricker in Main branch]
2015-04-13 13:55:16 -04:00
Terence Burns
15be4b6371 UE-13383 - Minimum OS project setting doesn't persist between editor sessions
UWindowsTargetSettings object is loaded before the actual UWindowsTargetSettings class, so no config value is loaded correctly thorugh the uobject system

I now load the value through the GConfig system

[CL 2506616 by Terence Burns in Main branch]
2015-04-09 05:54:27 -04:00
Terence Burns
9cc5b9d6c1 UE-13389 - Project Settings typo: "OSVersion" instead of "OS Version"
I've updated the DisplayName for this property in it's uproperty meta data. Category, also, now has a relevant space.

[CL 2506615 by Terence Burns in Main branch]
2015-04-09 05:54:18 -04:00
Terence Burns
08ff5fa6d1 https://jira.ol.epicgames.net/browse/UEPLAT-514
Adding Texture LOD settings to Device Profiles
- this will improve how we currently edit and override lod settings on a per device type bases.
- LOD Settings can now be set in the Device Profile Editor
- Any device profiles with no values set for LOD Settings, will use the default objects.
- These can be found in BaseDeviceProfiles.ini in the /Script/Engine.TextureLODSettings section
- Appropriate defaults set for those groups not listed.

-Other fixes
- - Incorrect with_editor check in HTML5 target platform, changed to with_engine

[CL 2481510 by Terence Burns in Main branch]
2015-03-17 09:50:32 -04:00
Jaroslaw Palczynski
f23f29257b Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.

#codereview Robert.Manuszewski

[CL 2481343 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:38:32 -04:00
Jaroslaw Palczynski
fa31560e2d Enabled UHT to digest GENERATED_BODY instead of GENERATED_UCLASS_BODY, GENERATED_USTRUCT_BODY, GENERATED_UINTERFACE_BODY or GENERATED_IINTERFACE_BODY, changed every occurence to the new syntax and fixed every warning that have fallen out of this change.
#codereview Robert.Manuszewski

[CL 2481333 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:19:11 -04:00
Dmitry Rekman
e7d1e64ee3 Changed calls to FProcHandle.Close() to FPlatformProcess::CloseProc().
We already had FPlatformProcess::CreateProc/CloseProc pair (which is part of larger set with WaitForProc(), TerminateProc(), GetProcReturnCode(), etc). FProcHandle::Close() made the API more confusing (and actually introduced bugs, because it did not call CloseProc() until recently).

#codereview Josh.Adams, Robert.Manuszewski, Jaroslaw.Surowiec

[CL 2476322 by Dmitry Rekman in Main branch]
2015-03-12 00:06:15 -04:00
Saul Abreu
79a26091bf Fixed behavior on FString::ParseIntoArray (muliple delimiters overload) functionality to support optionally culling empty strings. Greatly simplified implementation logic. Output parameter now properly named and taken by reference.
#codereview Steve.Robb, Robert.Manuszewski

[CL 2466824 by Saul Abreu in Main branch]
2015-03-02 15:51:37 -05:00
Josh Adams
56440f0048 - First checkin for the new DesktopTargetPlatform that will be able to cook packages for Windows, Mac, and Linux. So far, cooking on Windows and Mac and run on each other (with -opengl on Windows, since Mac can't currently compile D3D shaders)
[CL 2448658 by Josh Adams in Main branch]
2015-02-17 09:57:44 -05:00
Niklas Smedberg
ac2d334930 Quick workaround for B6H and BC7 on OpenGL. This looks at the project settings (.ini) and allows D3D11 texture formats if D3D11 SM5 is the only targeted shader format, otherwise it will fall back to DXT/etc. Note that it does not check for command-line overrides, like running with -opengl.
[CL 2430775 by Niklas Smedberg in Main branch]
2015-02-03 18:35:25 -05:00
Mikolaj Sieluzycki
fa01cacb6c Trim down the amount of UObject constructors.
#codereview Robert.Manuszewski

[CL 2429641 by Mikolaj Sieluzycki in Main branch]
2015-02-03 05:40:57 -05:00