Commit Graph

32 Commits

Author SHA1 Message Date
Gil Gribb
28af311319 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421)
#lockdown nick.penwarden

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

Change 2998081 on 2016/06/02 by Rolando.Caloca

	DR - Update vulkan headers to 1.0.13.0

Change 2998087 on 2016/06/02 by Rolando.Caloca

	DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode

Change 2998092 on 2016/06/02 by Rolando.Caloca

	DR - Updated ThirdParty/glslang to 1.0.13.0

Change 2998113 on 2016/06/02 by Martin.Mittring

	Added -Deterministic and -BuildName=... as command line option for Screenshot verification

Change 2998115 on 2016/06/02 by Martin.Mittring

	optimied Tonemapper sharpen 25->17 instructions
	fixes: very bright HDR pixel appeared to not be antialiased
	no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen)
	moved one multipy into C++
	Added debug visualization (HLSL define)

Change 2998132 on 2016/06/02 by Rolando.Caloca

	DR - Remove auto from VulkanRHI wherever possible

Change 2998148 on 2016/06/02 by Rolando.Caloca

	DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes

Change 2998180 on 2016/06/02 by Rolando.Caloca

	DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0
	- Check we are not asking for a VkFormat out of bounds (ie only works with core formats)

Change 2998293 on 2016/06/02 by Rolando.Caloca

	DR - Add support for BC6H & BC7 in desktop Vulkan

Change 2998419 on 2016/06/02 by Brian.Karis

	Optimized CountBits

Change 2998480 on 2016/06/02 by Rolando.Caloca

	DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list)

Change 2998486 on 2016/06/02 by Martin.Mittring

	fixed ES2 shader compile

Change 2998527 on 2016/06/02 by Daniel.Wright

	Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled.  This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled).

Change 2998531 on 2016/06/02 by Daniel.Wright

	Fixed Pixel Normal Offset refraction mode with materials using world space normals

Change 2998568 on 2016/06/02 by Rolando.Caloca

	DR - Fix typo

Change 2998630 on 2016/06/02 by Rolando.Caloca

	DR - Relaxed glslang strictness to get Pos tCombineLUTs working
	- Reenabled Post CombineLUTs on Vulkan
	- Removed some extra glsl output from Vulkan backend
	- Fixed RHI thread uniform buffer assert

Change 2998639 on 2016/06/02 by Brian.Karis

	Fix for crash when removing instances while lighting is building

Change 2998640 on 2016/06/02 by Martin.Mittring

	added r.ResetViewState to allow for more deterministic rendering
	made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker)

Change 2998790 on 2016/06/02 by Martin.Mittring

	minor optimization to SSR

Change 2999849 on 2016/06/03 by Martin.Mittring

	fixed issue with sort order

Change 3000340 on 2016/06/03 by Rolando.Caloca

	DR - Integrate change from 3000177
	Workaround for random crash shutting down D3D11/NV driver
	jira UE-18906

Change 3000422 on 2016/06/03 by Rolando.Caloca

	DR - Mirror change in Odin

Change 3000571 on 2016/06/03 by Rolando.Caloca

	DR - Vulkan SM4 prep

Change 3001652 on 2016/06/06 by Gil.Gribb

	Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3001935 on 2016/06/06 by Gil.Gribb

	UE4 - Fixed botched merge

Change 3002390 on 2016/06/06 by Gil.Gribb

	UE4 - Added code to prevent flooding of rendering thread with heartbeats.

Change 3002442 on 2016/06/06 by Martin.Mittring

	Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough

Change 3002460 on 2016/06/06 by Martin.Mittring

	fixed missing file in ImageValidator
	added .exe to extras

Change 3002514 on 2016/06/06 by Martin.Mittring

	added OpenSubDiv 3.0.2, not yet used

Change 3002536 on 2016/06/06 by Martin.Mittring

	fixed help text on cvar

Change 3002647 on 2016/06/06 by Martin.Mittring

	adding r.ResetViewState to RenderOutputValidation
	added r.Streaming.FramesForFullUpdate to r.DisplayInternals
	#code_review:Benjamin.Hyder

Change 3002945 on 2016/06/06 by Rolando.Caloca

	DR - Fix hlslcc issue with access to matrix elements:
	This would fail:
	M._m30 += f;
	- Fixed IRDump for matrix swizzled
	- Fix hlslcc_exe not linking

Change 3002979 on 2016/06/06 by John.Billon

	DDS unsupported format error
	#Jira UE-24529

Change 3002983 on 2016/06/06 by Martin.Mittring

	split FPixelShaderInOut in in and out

Change 3003011 on 2016/06/06 by Martin.Mittring

	updated OpenSubDiv to 3.0.2
	Fixed SubDivisonRendring by using OpenSubDiv

Change 3003264 on 2016/06/06 by Daniel.Wright

	Fixed bUseSingleSampleShadowFromStationaryLights on particles

Change 3003296 on 2016/06/06 by Daniel.Wright

	Renamed files Forward* to Mobile*

Change 3003350 on 2016/06/06 by Daniel.Wright

	Improved "Repaired Painted Vertex Colors" log message.  This is now done once on levels at load in the editor, instead of for every component (massive log spam).  Total load time caused by the fixup is reported.

Change 3003815 on 2016/06/07 by Chris.Bunner

	Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing.
	Removed compiler override cvar.
	#jira UE-28574

Change 3003827 on 2016/06/07 by Gil.Gribb

	UE4 - Increased stack sizes for thread pools.

Change 3003971 on 2016/06/07 by Martin.Mittring

	fixed compiler warnings

Change 3004028 on 2016/06/07 by Rolando.Caloca

	DR - Update glslang exe

Change 3004555 on 2016/06/07 by Rolando.Caloca

	DR - vk - Fix validation warning

Change 3004637 on 2016/06/07 by Martin.Mittring

	fixed compiler warning

Change 3004841 on 2016/06/07 by Daniel.Wright

	Fix for shadowed variable

Change 3005044 on 2016/06/07 by Daniel.Wright

	SubUV Animations can get opacity information from any channel of the source texture

Change 3005057 on 2016/06/07 by Daniel.Wright

	Renamed ForwardShading* to Mobile*

Change 3005135 on 2016/06/07 by Uriel.Doyon

	Moving wanted mip computation (according to budget) to async task.
	Update "stat streaming" to show visible mips and also loading progression.
	Fixed overly wanted mip issue cause be max range clamping.
	Optimized cost of the texture streamer on the gamethread.
	Character, Terrain and Forced Load are now loaded with priority in the AsyncIO
	Reduced streaming temp memory requirements on PS4.
	Async streaming task now runs in parallel to the incremental update.
	Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming.
	Fixed metrics with HiddenScale being applied in addition to overbudget limitation.
	Improved budget stability when using split load request (one for visible mips + one for hidden mips)
	Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5)
	Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function.
	Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData).
	Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects.

Change 3005207 on 2016/06/07 by Uriel.Doyon

	Fixed warning

[CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
Gil Gribb
07eea7c4b8 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470)
#lockdown nick.penwarden

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

Change 2943963 on 2016/04/14 by Daniel.Wright

	Shader compile errors are unsuppressed

Change 2943978 on 2016/04/14 by Gil.Gribb

	UE4 - First pass at async loading improvements....mostly disabled.

Change 2944021 on 2016/04/14 by Martin.Mittring

	fixed HLSL compiler warning

Change 2944031 on 2016/04/14 by Martin.Mittring

	fixed ensures, wrapped some members behind get accessor functions

Change 2944086 on 2016/04/14 by Martin.Mittring

	cleanup: removed not needed code

Change 2944177 on 2016/04/14 by Daniel.Wright

	Clamp on FarShadowCascadeCount, prevents crashing from huge values

Change 2944182 on 2016/04/14 by Martin.Mittring

	removed not needed code

Change 2944250 on 2016/04/14 by Rolando.Caloca

	DR - vk - Minor fixes

Change 2944286 on 2016/04/14 by Daniel.Wright

	Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking
	Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions
	Added bShowPreviewPlane to planar reflection actors
	The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes

Change 2944288 on 2016/04/14 by Daniel.Wright

	Fixed refraction with a world space normal

Change 2944291 on 2016/04/14 by Daniel.Wright

	Panner nodes have an optional speed input

Change 2944346 on 2016/04/14 by Rolando.Caloca

	DR - Fix Vulkan shader platform on Android
	- Added more info on checks()

Change 2945007 on 2016/04/15 by Gil.Gribb

	Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2945348 on 2016/04/15 by Daniel.Wright

	Fixed compile error

Change 2945358 on 2016/04/15 by Olaf.Piesche

	#jira UE-29241

	Sequential particle selection code was all sorts of weird. Rewrote and simplified.

Change 2945941 on 2016/04/15 by Martin.Mittring

	added r.DisplayInternals to debug determinism for screen shot comparison

Change 2945999 on 2016/04/15 by Martin.Mittring

	improved r.DisplayInternal output

Change 2946023 on 2016/04/15 by Olaf.Piesche

	Adding missing call to Super::PostEditChangeProperty; UDN 286717

Change 2947155 on 2016/04/18 by Martin.Mittring

	started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up
	#test:PC

Change 2947207 on 2016/04/18 by Martin.Mittring

	fixed engine compiling in shipping/test
	#code_review:Uriel.Doyan

Change 2947212 on 2016/04/18 by Uriel.Doyon

	Lightmap density viewmode now shows the wanted resolution when the lighting isn't build.
	#jira UE-29317

Change 2947374 on 2016/04/18 by Uriel.Doyon

	Fixed support for resolution scale for the PostProcessVisualizeComplexity
	#jira UE-29473

Change 2947903 on 2016/04/19 by Gil.Gribb

	Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2948019 on 2016/04/19 by Rolando.Caloca

	DR - Allow vk format as a target format for win

Change 2948162 on 2016/04/19 by Simon.Tovey

	Fix for crash with Collision visualization.

Change 2948419 on 2016/04/19 by Martin.Mittring

	fixed sort priority of translucent rendering (caused by recent checkin)

Change 2948433 on 2016/04/19 by Martin.Mittring

	fixed memory handling of FRendererViewExtension

Change 2948631 on 2016/04/19 by Martin.Mittring

	fixed compile error on Mac

Change 2948832 on 2016/04/19 by Martin.Mittring

	fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues)

Change 2949013 on 2016/04/19 by Martin.Mittring

	refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping
	this is useful for MeshDecals
	#test:PC, parallel on and off

Change 2949620 on 2016/04/20 by Martin.Mittring

	fixed compiler warning

Change 2949639 on 2016/04/20 by Uriel.Doyon

	Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader

Change 2949721 on 2016/04/20 by Chris.Bunner

	Avoid creating additional inline code fragment casting matching uniform types.
	#jira UE-29089

Change 2949722 on 2016/04/20 by Chris.Bunner

	Prevent nullptr crash and added additional logging.
	#jira UE-28387

Change 2949913 on 2016/04/20 by Martin.Mittring

	marked ccommand as cheat

Change 2950064 on 2016/04/20 by Martin.Mittring

	added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background

Change 2950065 on 2016/04/20 by Martin.Mittring

	nicer debug printout

Change 2950201 on 2016/04/20 by Martin.Mittring

	fixed UE-29752 Console commands input with " = " should display an error message

Change 2950531 on 2016/04/20 by Martin.Mittring

	fixed comment

Change 2951737 on 2016/04/21 by HaarmPieter.Duiker

	Adds support forHDR displays using Dolby PQ output

Change 2951869 on 2016/04/21 by Martin.Mittring

	polish r.DisplayInternal

Change 2951950 on 2016/04/21 by HaarmPieter.Duiker

	Reordered variable definition to address build warning

Change 2951996 on 2016/04/21 by Martin.Mittring

	fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation",
	changed directory order
	to run locally it currently requires "r.ScreenshotDelegate=0"
	#code_review:Ben.Salem, Michael.Noland

Change 2952146 on 2016/04/21 by Olaf.Piesche

	make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures

Change 2952230 on 2016/04/21 by Martin.Mittring

	* Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec .
	* changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber
	#code_review:Daniel.Wright

Change 2953173 on 2016/04/22 by Olaf.Piesche

	Adding UI for easilly browsing and switching in a folder full of stats dumps

Change 2953213 on 2016/04/22 by Olaf.Piesche

	Renaming a stat to be more descriptive

Change 2953393 on 2016/04/22 by Zabir.Hoque

	Get DX12 running again:
	  - Port Shader Resource Table change
	  - Line up VS outputs and ps inputs
	  - Fix incorrectly defining a static global in a .h

Change 2953453 on 2016/04/22 by Martin.Mittring

	polished r.DisplayInternal

Change 2954618 on 2016/04/25 by Zabir.Hoque

	2 Fixes:
	  - GLSL does not understand "unsigned int", converted to "uint"
	  - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction.

Change 2955369 on 2016/04/25 by Rolando.Caloca

	DR - hlslcc - Fix some memory leaks in the frontend

Change 2955403 on 2016/04/25 by Uriel.Doyon

	Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux.
	Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4
	#jira UE-28840

Change 2955419 on 2016/04/25 by Rolando.Caloca

	DR - hlslcc - Reenabled support for static global variables being not const

Change 2955432 on 2016/04/25 by Zabir.Hoque

	Fix build break from not undef'ing LOCTEXT_NAMESPACE

Change 2955459 on 2016/04/25 by Zabir.Hoque

	TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.

Change 2956292 on 2016/04/26 by Zabir.Hoque

	Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output).

	#CodeReview: Jack.Porter, Allan.Bentham

Change 2956662 on 2016/04/26 by Chris.Bunner

	Temporary fix for new Tonemapper issues.
	#jira UE-29935

Change 2957614 on 2016/04/27 by Marcus.Wassmer

	Fix PS4 shader compiler errors.

Change 2958468 on 2016/04/27 by Rolando.Caloca

	DR - Fix hlslcc validation issue
	- Show error on SCW if shader format not found when running with -directcompile
	#jira UE-29982

Change 2959105 on 2016/04/28 by Rolando.Caloca

	DR - Rebuilt hlslcc for Mac

Change 2959891 on 2016/04/28 by Daniel.Wright

	Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields

Change 2959895 on 2016/04/28 by Daniel.Wright

	Work around build machine string matching heuristics that will cause a cook to fail

Change 2959902 on 2016/04/28 by Daniel.Wright

	Added LowerHemisphereSolidColor to sky lights

Change 2959930 on 2016/04/28 by Daniel.Wright

	Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles

Change 2959933 on 2016/04/28 by Daniel.Wright

	Substring matching for console command suggestions
	* Only implemented in the editor, game uses UConsole which needs an entirely different implementation
	* Not sorting starting matches first, although that is desired

Change 2959942 on 2016/04/28 by Daniel.Wright

	Gracefully handle when input string doesn't match search results

Change 2960743 on 2016/04/29 by Gil.Gribb

	UE4 - UAT - Add map name to editortest command line.

Change 2960940 on 2016/04/29 by Chris.Bunner

	Allow custom material nodes to be used with tessellation outputs.
	#jira UE-29586

Change 2960955 on 2016/04/29 by Gil.Gribb

	UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled).

Change 2960961 on 2016/04/29 by Chris.Bunner

	Potential material translator Lerp node pre-computations/optimizations.
	#jira OR-20138

Change 2961087 on 2016/04/29 by Gil.Gribb

	Fixed compile error in preflight relating to load time test rig

Change 2962565 on 2016/05/02 by Gil.Gribb

	Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2965058 on 2016/05/03 by Chris.Bunner

	Shader version bump.
	#lockdown Gil.Gribb
	#jira UE-30206

Change 2966554 on 2016/05/04 by Chris.Bunner

	Bumping shader version again, unintentionally polluted DDC previously.
	#lockdown Gil.Gribb
	#jira UE-30329

Change 2967183 on 2016/05/05 by Gil.Gribb

	UE4 - Fixed a bad hash on landscape grass components. Simple, safe.
	#lockdown nick.penwarden

[CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
Matthew Griffin
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]
2016-01-07 08:17:16 -05:00
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
Marcus Wassmer
445543fd51 First pass at new RHITransitionResources API.
Rendertarget transitions are completed and validated on DX11 and PS4 RHI's.

[CL 2700116 by Marcus Wassmer in Main branch]
2015-09-21 20:07:00 -04:00
Mark Satterthwaite
977542aeaa Merging general rendering & shader changes necessary to support desktop Metal.
reviewedby michael.trepka, rolando.caloca, lee.clark

[CL 2670859 by Mark Satterthwaite in Main branch]
2015-08-27 10:11:22 -04:00
Marcus Wassmer
f8a052a401 Fix editor sprite 'desync' bug.
[CL 2617119 by Marcus Wassmer in Main branch]
2015-07-10 15:44:37 -04:00
Marcus Wassmer
11ff098ea0 Bind clear color to rendertargets at creation time.
#codereview Rolando.caloca

[CL 2615534 by Marcus Wassmer in Main branch]
2015-07-09 15:11:37 -04:00
Martin Mittring
3eec69cda7 changed all direct access to PassOutputs to GetInput() to allow internal restructuring
[CL 2611739 by Martin Mittring in Main branch]
2015-07-06 18:04:49 -04:00
Gil Gribb
356a7d8f96 UE4 - Large upgrade to parallel rendering. No longer block per pass. Several RHI cmdlist passthrough functions added and implemented on the consoles
[CL 2570510 by Gil Gribb in Main branch]
2015-05-29 10:47:57 -04:00
Rolando Caloca
ce168f2846 UE4 - Renamed depth compare enums, changed some checks to static_asserts
[CL 2498658 by Rolando Caloca in Main branch]
2015-04-01 10:53:07 -04:00
Mike Fricker
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]
2015-04-01 07:20:55 -04:00
Rolando Caloca
cb32891b3c UE4 - Added sanity checks for Inverted/Normal Depth Buffers; use ERHIZBuffer::NearPlane & FarPlane to switch from 0-1 to 1-0 on Depth
- Added shader define HAS_INVERTED_Z_BUFFER
- Added RHIHasInvertedZBuffer()
#codereview Martin.Mittring, Brian.Karis, Nick.Penwarden

[CL 2497481 by Rolando Caloca in Main branch]
2015-03-31 14:02:45 -04:00
Allan Bentham
2261741dcd fix for UE-7290
Editor primitives use forward basepass when ES2 feature level is active.

#codereview nick.penwarden

[CL 2404705 by Allan Bentham in Main branch]
2015-01-13 10:44:59 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Daniel Wright
b4c700abeb Removed DrawDynamicElements, PreRenderView and dependencies. These have been disabled since 11/04, and the GetDynamicMeshElements path is now the only path for dynamic mesh rendering.
[CL 2370254 by Daniel Wright in Main branch]
2014-11-25 17:56:43 -05:00
Rolando Caloca
d8a576970e UE4 - Remove Color parameter on draw events (DEC_*)
[CL 2334566 by Rolando Caloca in Main branch]
2014-10-20 10:43:43 -04:00
Daniel Wright
f0e791d72e Fixed editor primitive depth testing with GetDynamicMeshElements
[CL 2330564 by Daniel Wright in Main branch]
2014-10-15 15:23:20 -04:00
Gil Gribb
598cbb659c UE4 - allow draw events to work in parallel rendering, some flush tweaks
[CL 2293700 by Gil Gribb in Main branch]
2014-09-11 09:38:38 -04:00
Graeme Thornton
df9dbd5ae3 Continued in-editor mobile preview work
- Removed default shader platform parameter from GetGlobalShaderMap()
 - Added an inline overload of GetGlobalShaderMap() that takes a feature level instead, and translates to the correct shader platform
 - Cached feature level on FSceneView for faster access
 - Cached shader map on FViewInfo for faster access
 - Cached featurelevel/shadermap on rendering composition graph execution context, for faster access

Fixed a couple of crashes when switching feature level dynamically
 - Needed to allow certain shader permutations to be generated if feature level was ES2, but still on a PC platform. (i.e. hitproxy shaders, and basepass shaders used by editor primitives system)

#codereview Nick.Penwarden

[CL 2275937 by Graeme Thornton in Main branch]
2014-08-28 06:22:54 -04:00
Mikolaj Sieluzycki
cfaf45ac58 Header cleanup: Engine module, public headers.
[CL 2265766 by Mikolaj Sieluzycki in Main branch]
2014-08-21 06:03:00 -04:00
Graeme Thornton
bcde0d05c2 Mobile Preview
* More removal of GRHIFeatureLevel and GRHIShaderPlatform

[CL 2262530 by Graeme Thornton in Main branch]
2014-08-19 10:41:34 -04:00
Daniel Wright
ea1d38c1c3 FPrimitiveSceneProxy::PreRenderView / DrawDynamicElements refactored into GetDynamicMeshElements
* Both paths still exist in code during this transition.  The GetDynamicMeshElements path is currently disabled, enable with 'r.UseGetDynamicMeshElements 1'.
* DrawDynamicElements was called once per pass, all sorts of pass-specific cruft had leaked in along with short-term modifications of shared structures (vertex factories and material proxies).  DrawDynamicElements was not const, so a bunch of 'update' type work had leaked in.  Various PreRenderView implementations relied on the view being in the view family.
* GetDynamicMeshElements is called once in InitViews, and the resulting meshes are used in various passes.  GetDynamicMeshElements is const and must not modify the proxy, update work should be pushed to the proxy from the game thread.  GetDynamicMeshElements can be called on views that are not in the view family, which allows a proper view for shadow depth passes.
* View mode override functionality moved out of the individual proxies into a centralized place, ApplyViewModeOverrides
* GPU particles not working yet, FRecastRenderingSceneProxy not implemented

[CL 2253795 by Daniel Wright in Main branch]
2014-08-12 18:24:52 -04:00
Graeme Thornton
747d2a9b9d Mobile Preview In Editor
- Material editor preview nodes now work when the editor is in es2 mode
 - Make editor primitives work in ES2 mode
 - Fix slate font rendering in ES2 mode
 - Remove ES2 shader de-gamma when in the editor
 - Add a new linear sampler type for linear textures
 - Various fixes for dynamic feature level switching
 - When in an emulated feature level mode, display some text in the level editor viewport saying what feature level we're running
 - Removed feature level parameter from USkeletalMesh::GetResourceForRendering. Not used for anything
 - ParticleVertexFactoryPool is now creates feature level specific vertex factories.

[CL 2187558 by Graeme Thornton in Main branch]
2014-07-10 10:39:54 -04:00
Gil Gribb
fa40806ce3 UE4 - More RHI command list work. Remove more cases of GetImmediateCommandList
[CL 2124713 by Gil Gribb in Main branch]
2014-07-02 12:18:30 -04:00