#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
Change 2783376 on 2015/11/30 by Nick.Shin
upgrading emscripten SDK to 1.35.9
following instruction from the README file
Change 2787414 on 2015/12/02 by Nick.Shin
upgrading emscripten to 1.35.0
removing old SDK and tools for Mac and Win64
Change 2790218 on 2015/12/04 by Nick.Shin
merge (CL: #2790164) from //UE4/Dev-Physics to //UE4/Dev-Platform
PhysX HTML5 bc files
Change 2794786 on 2015/12/08 by Nick.Shin
merge CL #2794757 part 1 of 2
from //UE4/Dev-Physics/PhysX/PhysX_3.3/Lib/html5
to //UE4/Dev-Platform/Engine/Source/ThirdParty/PhysX/PhysX-3.3/lib/HTML5/
Change 2794789 on 2015/12/08 by Nick.Shin
merge CL #2794758 part 2 of 2
from //UE4/Dev-Physics/PhysX/PhysX_3.3/Lib/html5
to //UE4/Dev-Platform/Engine/Source/ThirdParty/PhysX/PhysX-3.3/lib/HTML5/
Change 2799151 on 2015/12/10 by Dmitry.Rekman
Guarantee XGE.xml sorting order for 10+ builds.
- A licensee pointed out the problem that AutomationTool.UE4Build.FindXGEFiles() sorts the files by filename, so e.g. UBTExport.10.xge.xml takes priority over UBTExport.2.xge.xml.
#codereview Ben.Marsh
Change 2799440 on 2015/12/11 by Mark.Satterthwaite
Duplicate CL #2790251: Temporarily revert some of the changes for Mac mouse cursor locking as they were causing more problems than they solved.
Change 2799441 on 2015/12/11 by Mark.Satterthwaite
Duplicate CL #2796111 & #2796158: Fix cooking shader cache files - it wasn't being enabled despite a cached shader format being listed.
Change 2799442 on 2015/12/11 by Mark.Satterthwaite
Duplicate CL #2797758: Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.
Change 2799601 on 2015/12/11 by Mark.Satterthwaite
Implement background reading of NSPipe's in Mac ExecProcess to avoid the sub-process blocking trying to write to the meagre 8kb internal buffers. This may fix problems with SVN on Mac.
Change 2799657 on 2015/12/11 by Mark.Satterthwaite
Remove the hlslcc major version from the Metal and OpenGL shader formats to ensure that there are enough bits to represent the different version components. There's no expectation that the major version of hlslcc will change and it will soon be removed entirely.
Change 2799691 on 2015/12/11 by Mark.Satterthwaite
Merging final internal-only changes from WWDC.
Change 2800182 on 2015/12/11 by Mark.Satterthwaite
Capture the system.log contents from the moment we boot to the point we crash to report GPU restarts and other system errors not written into our own logs.
Change 2801395 on 2015/12/14 by Mark.Satterthwaite
Fix the Metal shader compiler so that it properly reports the number of sampler objects in use, not the number of textures as Metal separates its 16 samplers and up-to 128 textures in a single shader stage, like D3D and unlike OpenGL. This fixes a lot of material compile errors in newer projects which aren't being designed for obsolete OpenGL.
Change 2801653 on 2015/12/14 by Daniel.Lamb
Load package differ can now diff header part of packages.
Changed the way IsChildCooker is handled improves performance of multiprocess cooker.
Change 2801655 on 2015/12/14 by Daniel.Lamb
Added cooker warning to resave packages if they don't have collision data for their static meshes.
Added NavCollision creation on static mesh import so that we save out the NavCollision.
Change 2801923 on 2015/12/14 by Daniel.Lamb
Fix compilation error with CreateLoader.
Change 2802076 on 2015/12/14 by Daniel.Lamb
Remove some debugging assistance code.
Change 2803207 on 2015/12/15 by Mark.Satterthwaite
Add missing Metal formats for PF_R16_SINT/UINT.
Change 2803254 on 2015/12/15 by Mark.Satterthwaite
Add additional uint/2/3/4 overrides for SV_Target(x) to MetalUtils and when generating the output variable look for an exact type match before restoring to the first match with the correct number of elements. This ensures that we generate uint/2/3/4 writes when required for CopyStencilToLightingChannelsPS without breaking anything else.
Change 2803259 on 2015/12/15 by Mark.Satterthwaite
Fix stencil texture swizzle for Metal which uses .x not .g for stencil value.
Change 2803262 on 2015/12/15 by Mark.Satterthwaite
Fix FMetalRHICommandContext::RHISetScissorRect handling 0 sized rects when RHISetScissorRect is called before RHISetViewport.
Change 2803321 on 2015/12/15 by Mark.Satterthwaite
Duplicate CL #2786291: Fix Metal validation errors caused by incorrect instance count and also a crash-bug caused by accessing a defunct depth-stencil texture. This should be enough to ensure Metal works even if you've been playing previously with OpenGL.
Change 2803413 on 2015/12/15 by Mark.Satterthwaite
Workaround the Material Editor's unfortunate habit of rendering tiles without a depth/stencil-buffer attached despite tiles wanting to write to depth - in Metal we have to create a temporary Depth-Stencil texture so that we don't crash the driver because it won't rewrite the shaders for us (unlike D3D/GL).
Change 2806247 on 2015/12/16 by Daniel.Lamb
Fixed UParticleRequiredModule deterministic cook issue.
#codereview Olaf.Piesche
Change 2806834 on 2015/12/17 by Mark.Satterthwaite
Temporarily work around absence of Checked & Shipping APEX/PhysX binaries on Mac.
Change 2807017 on 2015/12/17 by Mark.Satterthwaite
Handle the shader cache being initialised for cooking multiple times until I can sort out the implementation properly.
Change 2807027 on 2015/12/17 by Daniel.Lamb
Enabled DDC stats.
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]
Corrected GLSL version for ios es2.
Fix a couple of out of bounds argv[6] reads.
#codereview Rolando.Caloca, Daniel.Wright
[CL 2521051 by Allan Bentham in Main branch]
Once SCW is recompiled this will prevent any further crashes due to incompatible DDC OpenGL shader binaries.
#codereview michael.trepka
[CL 2466401 by Mark Satterthwaite in Main branch]
Fixes PVR SGX 540 crashes in UE-5155
[Requires shader compile worker rebuild.]
codereview nick.penwarden, chris.babcock, rolando.caloca
[CL 2460254 by Allan Bentham in Main branch]
- Shaders which emit layout location data use INTERFACE_LOCATION & INTERFACE_BLOCK macros to defer to the runtime whether they can be used as separable or non-separable shaders.
- The runtime supplies the correct #define for each so that the shaders still work on platforms where the glLinkProgram implementation fails with separable shader code.
- Shader model 5 platforms (GLSL 430 or ES 3.10) which were already specifying & using layout location data continue to do so, even when using glLinkProgram.
- The 'OpenGL.UseSeparateShaderObjects' console variable allows switching between SSO/Link modes between executions, but not dynamically at runtime.
- Only defaults to on for Mac as that is the only platform which can guarantee that the extension is always available & so far the most tested platform.
- Updated hlslcc binaries are supplied for Mac, Linux & Windows.
- Added an OpenGL RHI stat for shader first draw time so that it is easy to see why hitches occur during runtime due to in-driver shader compilation.
reviewedby michael.trepka, nick.penwarden, dmitry.rekman, rolando.caloca
[CL 2435530 by Mark Satterthwaite in Main branch]
ES2 emulation now uses UBOs instead of packed uniform blocks.
Fixed issue with ogl shader compiler introducing '__' into padding variable names.
[CL 2264084 by Allan Bentham in Main branch]