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877a542dd6ceae4fc15b1bfda8ddc71812fd3376
48 Commits
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877a542dd6 |
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 2970079)
========================== MAJOR FEATURES + CHANGES ========================== Change 2945365 on 2016/04/15 by Mark.Satterthwaite Assert if anyone calls RHIClearUAV on a structured-buffer or texture under Metal - there's no clear way to implement these cases yet. Change 2945366 on 2016/04/15 by Mark.Satterthwaite Change the Metal parallel command-context submission to hand-off the entire NSArray of MTLCommandBuffers to avoid race conditions between one use of a context and the next. Change 2945394 on 2016/04/15 by Mark.Satterthwaite Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring. Change 2945444 on 2016/04/15 by Mark.Satterthwaite Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn. Change 2945457 on 2016/04/15 by Mark.Satterthwaite Add validation code to MetalRHI to ensure that we don't erroneously re-clear existing render contents when restoring the render command encoder. This will only be active when the Metal debug layer is enabled and is completely compiled away in Test & Shipping builds for performance. Change 2946249 on 2016/04/16 by Nick.Shin build HarfBuzz for HTML5 #jira UE-28552 - HarfBuzz - HTML5 Change 2946250 on 2016/04/16 by Nick.Shin Rename/move file(s) move emscripten (part 1 of 2) from Engine/Source/ThirdParty/HTML5/emsdk to Engine/Extras/ThirdPartyNotUE/emsdk this is a request from legal Change 2946251 on 2016/04/16 by Nick.Shin move emscripten (part 2 of 2) build scripts and cpp files updated with new emscripten path from Engine/Source/ThirdParty/HTML5/emsdk to Engine/Extras/ThirdPartyNotUE/emsdk this is a request from legal Change 2946516 on 2016/04/18 by Mark.Satterthwaite Disable r.DFShadowScatterTileCulling as well as r.AOScatterTileCulling on Mac because we don't have the necessary RW textures on Metal. Change 2947000 on 2016/04/18 by Michael.Trepka Print OS X version to log in FMacPlatformMisc::PlatformInit() Change 2948197 on 2016/04/19 by Lee.Clark PS4 - Use SDK 3.508.031 Change 2948301 on 2016/04/19 by Nick.Shin upgrading zlib openssl libcurl libwebsockets part 1 of 2 -- adding new compiled versions (part 2 will be removing the old version -- which will be done after platform owners are given a chance to recompile for their platform - most notably: zlib) NOTE: Linux libraries are built for CentOS 6.7 (i.e. 2010 - glibc 2.12 and gcc 4.4.7) #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1223 - Arrange testing for 'update websocket library' #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948319 on 2016/04/19 by Nick.Shin update zlib to v1.2.8 part 1 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library Change 2948320 on 2016/04/19 by Nick.Shin update OpenSSL to v1.0.1s part 2 of 4 - doing this in stages for tracking purposes also, removing dynamic libs (for windows) -- these are no longer needed as this is now statically linked in editor - tested by installing perforce server setup with ssl access only and pointing editor source code to it as ssl:hostname:port - also tested trying accessing it without ssl which resulted in access denied indicating a successful test of dynamic lib removal #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948323 on 2016/04/19 by Nick.Shin build scripts pull source and compile - zlib openssl libcurl & libwebsockets tested on: - Win64 VS2013 & VS2015 - OSX - Linux #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948337 on 2016/04/19 by Lee.Clark VS 2015 libScePad support Change 2948382 on 2016/04/19 by Mark.Satterthwaite Add Mac model, CPU string, num HTs to the log on Mac so that errors reported to us contain the data that Apple want when we turn them into bug-reports. Also added a missing sigaction from the trampoline. Change 2948385 on 2016/04/19 by Mark.Satterthwaite Disambiguate Metal command-buffer failures by vendor & error type so that we don't end up with just one crash-reporting entry for many different kinds of crash and enable this assertion on all builds because it will always be fatal and failing to crash here may end up causing the Mac to reboot. Change 2948460 on 2016/04/19 by Peter.Sauerbrei fix for wrong line endings Change 2948526 on 2016/04/19 by Nick.Shin fix for wrong line endings Change 2949334 on 2016/04/20 by Nick.Shin fix library path for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set... Change 2949398 on 2016/04/20 by Lee.Clark PS4 - Fix SDK compile warnings Change 2949656 on 2016/04/20 by Nick.Shin Back out changelist 2948320 but keeping the C# build file as-is Change 2949676 on 2016/04/20 by Mark.Satterthwaite Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal. #jira UE-29140 Change 2950025 on 2016/04/20 by Mark.Satterthwaite Undo CL #2949676 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006. #jira UE-29006 Change 2950084 on 2016/04/20 by Nick.Shin OSX warning fix: UE4 supports down to OSX 10.9 rebuilt the zlib openssl libcurl and libwebsockets to support that build file also updated to use MACOSX_DEVELOPMENT_TARGET=10.9 Change 2950613 on 2016/04/20 by Dmitry.Rekman UAT: Disable modules that are not supported on Linux. #rb none #codereview Ben.Marsh, Michael.Trepka, Josh.Adams #tests Run RunUAT.sh Change 2951065 on 2016/04/21 by Nick.Shin temp: update SSL dlls in Engine/Binaries/ThirdParty/OpenSSL/Win64 Change 2951556 on 2016/04/21 by Nick.Shin static libs double checked #jira UE-29674 - Editor fails to open in Dev-Platform Change 2951559 on 2016/04/21 by Nick.Shin static libs double checked forgot these files - they were in another changelist #jira UE-29674 - Editor fails to open in Dev-Platform Change 2951574 on 2016/04/21 by Nick.Shin remove unused variable warning was bughunt code... Change 2951652 on 2016/04/21 by Josh.Adams - Disabled MRT support on iPad Air 1 devices, since it doesn't support wide enough MRTs that the engine needs (ie, only use MRTs in METAL_MRT mode on iOS) Change 2951656 on 2016/04/21 by Josh.Adams - Fixed Mac compile error in Metal Change 2951718 on 2016/04/21 by Nick.Shin remove shared SSL DLLs in a controlled manner tested with QA help who was able to replicate the bug in the morning - and was able to successfully run the editor with this changelist (shelved - remote unshelved test - thanks Dan.Bullard_volt!) #jira UE-29674 - Editor fails to open in Dev-Platform Change 2951862 on 2016/04/21 by Lee.Clark PS4 - Enable Neo high resolution support. Change 2952409 on 2016/04/22 by Nick.Shin add win32 build targets for zlib openssl libcurl libwebsockets part 1 of 2: these are the libs and header files Change 2952411 on 2016/04/22 by Nick.Shin add win32 build targets for zlib openssl libcurl libwebsockets part 1 of 2: these are the C# build scripts Change 2952580 on 2016/04/22 by Lee.Clark PS4 - Fix staging and deploying of system prxs Change 2953152 on 2016/04/22 by Mark.Satterthwaite Only cache instances of TShadowDepthVS with bIsForGeometryShader=true when the RHI can handle the underlying feature. We can save memory on iOS by only emitting these shaders on Mac Metal or RHI's with Geometry shaders which have the required H/W to do this. Change 2953385 on 2016/04/22 by Nick.Shin use HarfBuzz libs for HTML5 c# build files updated to link in the harfbuzz libs #jira UE-28552 - HarfBuzz - HTML5 Change 2954686 on 2016/04/25 by Nick.Shin from legal: Emscripten approved for redistribution provided that *all* files are checked into the following directory: Engine/Extras/ThirdPartyNotUE Please also check in the attached .tps files and licenses alongside the TPS itself. This will allow us to track third party files within P4. Change 2954928 on 2016/04/25 by Daniel.Lamb Fixed min number of threads allocated for compiling shaders in cooker. Change 2954942 on 2016/04/25 by Daniel.Lamb Added flag -skipcompile for running visual studio. Skip force compilation on -multiprocess flag. #jira UE-22308 #PR 1678 #1678 Change 2954948 on 2016/04/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2955370 on 2016/04/25 by Josh.Adams - Fixing C# error from main #lockdown nick.penwarden Change 2957745 on 2016/04/27 by Daniel.Lamb Pull request from acordon@microsoft.com. Fixed deterministic cooking issue with StaticMeshComponent using StaticMesh before it had it's postload call. Change 2957747 on 2016/04/27 by Daniel.Lamb Pull request from acordon@microsoft.com. Resave packages commandlet now can also rebuild asset registry paths with consistent case. Change 2957750 on 2016/04/27 by Daniel.Lamb Pull request from acordon@microsoft.com. Fixed deterministic cooking issue with StaticMeshComponent using StaticMesh before it had it's postload call. Change 2958708 on 2016/04/28 by Nick.Shin remove boringSSL #jira UE-29970 - QAGame launch on fails for Win64, fatal error LNK1169: one or more multiply defined symbols found #lockdown josh.adams Change 2958724 on 2016/04/28 by Nick.Shin moved setting bVerifyPeer flag AFTER CertBundlePath has been set... otherwise, libCurl is going to try to verify the SSL session - but without a cert file, it makes no sense to try and verify the session - we could (and probably should) make this an error condition - but the constructor has the bVerifyPeer set to true -- which would mean that all games will need to have a cert file and/or know to set bVerifyPeer to false... - and so far, only linux and android seem to have code in place to make use of the cert files... #jira UE-29950 - Orion deticated server MCP authentication fails when using CURL #lockdown josh.adams Change |
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d81e0f1653 |
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 2945165)
========================== MAJOR FEATURES + CHANGES ========================== 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 2764244 on 2015/11/12 by Keith.Judge Stop creating/deleting SRVs for dynamic buffers all the time. Instead add a new view when a new buffer is cycled and keep them around until the buffer is dead. Change 2936695 on 2016/04/07 by Mark.Satterthwaite Disable Metal on Mac OS X versions prior to 10.11.4 because their drivers are too buggy and lots of issues users will encounter were fixed in 10.11.4. Change 2936701 on 2016/04/07 by Mark.Satterthwaite Re-enable DistanceFieldAO on Mac Metal, but disable the support for Heightfield composition into the DistanceFieldAO as that currently requires Read+Write texture support which isn't present in Metal yet. Change 2936702 on 2016/04/07 by Mark.Satterthwaite Enable capsule shadows on Metal SM5 for Mac Paragon. Change |
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cf651e0c63 |
Change 2898947 on 2016/03/08 by Mark.Satterthwaite
Move the Apple Driver Monitor stats into their own stat groups, DriverMonitor has the common stats, DriverMonitorAMD/Intel/Nvidia have the vendor/GPU specific stats. The Metal and OpenGL RHIs update the driver monitor stats group for the current GPU at the appropriate time. Change 2898950 on 2016/03/08 by Mark.Satterthwaite More shader cache code documentation. Change 2898952 on 2016/03/08 by Michael.Trepka Check GPU driver version and warn of bad drivers only on Windows Change 2898964 on 2016/03/08 by Mark.Satterthwaite Only verify the vertex attribute layout for Metal in debug builds or when using development with the debug layer turned on. It reduces performance significantly and isn't all that helpful unless you are attempting to debug a mismatch. Change 2898973 on 2016/03/08 by Mark.Satterthwaite Switch uniform buffers to managed memory on Mac as this is more appropriate for AMD & Nvidia GPUs. Change 2898988 on 2016/03/08 by Mark.Satterthwaite Simplify MetalContext by having only one SubmitCommandsHint implementation. Change 2899011 on 2016/03/08 by Mark.Satterthwaite Duplicate 4.11 CL #2898988: Proper fix for UE-25804 - we have to manually expand PF_G8 + SRGB to RGBA8_sRGB - this then fixes UE-27483. #jira UE-25804 #jira UE-27483 Change 2899024 on 2016/03/08 by Mark.Satterthwaite Duplicate 4.11 CL #2887365 & CL #2887583: Allow InfiltratorDemoEditor under Metal to issue a query buffer reset without crashing - the function that switches to the new query buffer needs to reapply some of the draw-state so that future commands don't dereference nil. #jira UE-27513 My earlier fix for UE-27513 overlooked various internal details that meant it wouldn't restore state correctly, would fail validation and could crash in a new place. This version will ensure that cached state is only reset when it is appropriate to do so and will restore it correct when doing a query buffer reset. #jira UE-27513 Change 2899418 on 2016/03/08 by Daniel.Lamb Added support for textboxes in the editor to convert uasset filenames into long package names. As this is more useful to the cooker and more portable for projects. #codereview Matt.Kuhlenschmidt #jira UE-27785 Change 2899419 on 2016/03/08 by Daniel.Lamb Added support for passing -opengl command through to launch on if the editor is started with it. #codereview Michael.Trepka Change 2900846 on 2016/03/09 by Mark.Satterthwaite Reimplement Metal object lifetime tracking as stats in the stat-group, though the old system is maintained as a debug-only tool that could (and probably should) be extended to track over/under-release bugs. Currently the texture count will be distorted by texture SRVs so will need improvement but other stats should be reliable. In order to properly report the number of buffers the TResourcePool policy class must now define a FreeResource function, so I've added them to the appropriate places too. Change 2900853 on 2016/03/09 by Mark.Satterthwaite Optimise away empty encoders that don't perform a clear operation on AMD & Intel, but not Nvidia or non-Mac Metal devices. This should slightly improve performance. Change 2900927 on 2016/03/09 by Mark.Satterthwaite Implemented operation threshold submission of Metal command buffers to keep the GPU busier and not just idle waiting for the CPU. Whenever rhi.Metal.CommandBufferCommitThreshold is set to a value >0 and the current command buffer has >= draw/dispatch operations outstanding then the command-buffer will be committed at the next encoder boundary. The default value is 100 operations which is currently arbitrary and the feature can be disabled by setting the value to <= 0 in which case only explicit submissions will occur as previously. Change 2901310 on 2016/03/09 by Mark.Satterthwaite Change OneColor clear shader setup so that it works with parallel encoding in Metal. Change 2903002 on 2016/03/10 by Mark.Satterthwaite Instantiate the OneColor shaders once in Metal. Change 2903274 on 2016/03/10 by Mark.Satterthwaite Remove more unnecessary parallel execution stalls from MetalRHI. Change 2903402 on 2016/03/10 by Mark.Satterthwaite Implement Metal support for index buffer SRVs. Change 2903419 on 2016/03/10 by Mark.Satterthwaite Always use Managed memory on Mac Metal for buffers. Change 2905206 on 2016/03/11 by Mark.Satterthwaite Worked around UE-27818 "ElementalDemo Causes Invalid Rendering on AMD GPUs" - recent changes to allow mesh particles to write to velocity leave a texture-buffer unbound & then use a uniform value & an if-branch to guard against access but AMD's Mac GL driver notices that the buffer is referenced in the shader but not bound & promptly tries to fallback to Apple's S/W renderer regardless of what the uniform value is. That's legal behaviour for an OpenGL implementation so the C++ code has been changed to allocate and write the current transforms into the buffer for OpenGL when they wouldn't otherwise be provided. This is sufficient to avoid the problem without affecting any other API. Change 2906217 on 2016/03/11 by Nick.Shin re-enabled http network file server it was disabled in CL: #2790193 #jira UE-22166 HTML5 Cook on the fly will launch and then close browser Change 2908203 on 2016/03/14 by Michael.Trepka Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform). Everything but SSF lib. Change 2908553 on 2016/03/14 by Mark.Satterthwaite Force a submit & wait in Metal when contexts are being destroyed to prevent kernel panics in drivers which continue to process the now abandoned command-queue and encounter invalid resources (because we destroy them on shutdown). Change 2908595 on 2016/03/14 by Michael.Trepka Fixed iOS compile error in MetalUniformBuffer.cpp #codereview Mark.Satterthwaite Change 2910106 on 2016/03/15 by Mark.Satterthwaite Use a dispatch_semaphore not an FEvent for Metal free-list synchronisation as the dispatch_worker threads can't be properly setup for FStats and this causes problems. Change 2910107 on 2016/03/15 by Mark.Satterthwaite Fix Metal reporting of GPU memory through the RHI as it is in bytes, not MB. Change 2910138 on 2016/03/15 by Mark.Satterthwaite Properly retain/release dispatch_semaphore for Metal command buffer completion block & allow uniform buffer creation on parallel encoding thread. Change 2911735 on 2016/03/16 by Nick.Shin housekeeping removing extra and inconsistant whitespace as well as making tabs & spaces consistant [CL 2936662 by Josh Adams in Main branch] |
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755f725131 |
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902)
========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin 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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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. |
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ea84e81529 |
Rename shader platform SP_OPENGL_ES2 to SP_OPENGL_ES2_ANDROID
[CL 2705741 by Jack Porter in Main branch] |
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6ceaa5aba7 |
Cleaning out programmer-only comments that were harvested by Doxygen.
#platformnotify Josh.Adams [CL 2690143 by Richard Hinckley in Main branch] |
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9b38554ee8 |
UEPLAT-826 : use HTML5 SDK from third party directories.
- Always pickup HTML5 sdk from third party directory. - Use the new html5 template by default. [CL 2610587 by Ankit Khare in Main branch] |
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59ae1770d1 |
UE-12561: uncompressed lightmaps rendering incorrectly in HTML5
[CL
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114458bf0f |
Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed PR #1002 -- Thank you, Omar007! [CL 2498415 by Mike Fricker in Main branch] |
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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] |
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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] |
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f1320865f9 |
Many improvements to HTML5.
- Fixes to the Mac HTML5 Device selection. .app files now work correctly. - Re-enabled HTML5 in Mac Editor. - Added HTML5LaunchHelper executable to clean up the process of LaunchOn for HTML5. - Improve HTML5 SDK Settings Editor interface. Only the emscripten install directory is needed now, SDK version are automatically picked up and selected for use. - Change UnrealPak to also account for bytes saved (>64KB) and percentage size of original file (<90%) when choosing to automatically turn off compression. - Added Server Port option for HTML5 deploy to stop clashes on port 8000 - Adding more logging for use during debugging & tracing. - Added an option to turn on HTML5 tracing api and added calls to the api. - Fix up check() macros to throw alert messages and be more clear that something has gone wrong on HTML5. #codereview Ankit.Khare [CL 2452979 by James Moran in Main branch] |
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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] |
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c5c96c5855 |
Unreal Frontend Linker fix. Misplaced #endif
[CL 2419040 by James Moran in Main branch] |
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4a715d8eaf |
Crash fix for missing html5 ini values.
[CL 2418736 by James Moran in Main branch] |
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c5b4ca076e |
HTML5 SDK settings are now set via the Editor.
Android SDK path backslash duplication fix. Fix for User inis not saving array properties correctly. #codereview Ankit.Khare, Josh.Adams [CL 2418611 by James Moran in Main branch] |
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e48fdc9356 |
Enable User.ini's.
Switch HTML5 SDK setupt to prefer values from User*.ini's over environment varibles FYI #codereivew josh.adams, ankit.khare, rob.jones [CL 2383359 by James Moran 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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c93f7b8614 |
Fix for compiling UFE w/HTML5.
[CL 2347348 by Ankit Khare in Main branch] |
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55d2e28ba4 |
Allow html sdk path to be set using ini file.
- takes preference over EMSCRIPTEN env variable - editor can now detect sdk on yosemite. - refactor and simplyfy emscripten sdk access in .cs files. #corereview james.moran [CL 2345958 by Ankit Khare in Main branch] |
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9884344213 |
Settings: Various improvements to the API
- made public headers compilable individually
- easier access to settings section delegates
- removed module singleton accessor
- moved non-trivial definitions into cpp files
- code & documentation cleanup
#UpgradeNotes:
- instead of ISettingsModule::Get() use FModuleManager::GetModulePtr<ISettingsModule>("Settings")
- instead of using FSettingsSectionDelegates assign delegates directly through the new ISettingsSection methods
[CL 2340711 by Max Preussner in Main branch]
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7c41927cf4 |
Rename FPostConstructInitializeProperties to something simpler
Changed it with FObjectInitializer. UECORE-7 [CL 2328384 by Jaroslaw Palczynski in Main branch] |
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d206670ffe |
TargetPlatform: Replaced namespaced enums with enum classes
[CL 2326174 by Max Preussner in Main branch] |