Commit Graph

30 Commits

Author SHA1 Message Date
Nick Whiting
d64cd6df6d Copying //UE4/Dev-VR to //UE4/Main (Source: //UE4/Dev-VR @ 2940090)
#lockdown nick.penwarden

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

Change 2897367 on 2016/03/07 by Chad.Taylor@Chad.Taylor_Z3299_Tango

	PS4Tracker Submit call now assigning the appropriate memory type read mode

Change 2920696 on 2016/03/23 by Nick.Whiting@nick.whiting_T7326_DevVRStream

	Fixed analytics event for VRPIE to have a description

	#jira UE-28562

Change 2925395 on 2016/03/28 by Chad.Taylor@Chad.Taylor_Z3299_Tango

	Aspect ratio and buffer clearing fixed up to properly handle non-standard viewport configurations.

	#jira UE-28816

Change 2932703 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream

	Merging CL 2922134, fix for culling because of stale view matrices

Change 2932761 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream

	Oculus 1.3 Engine support, merged from 4.11 stream

Change 2932762 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream

	Removing redundant libraries for Oculus LibOVRMobile

Change 2932765 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream

	Merging updated license files for Oculus libraries

Change 2938342 on 2016/04/08 by Ryan.Vance@ryan.vance_devvr

	Fixing bloom offset in stereo.

Change 2938427 on 2016/04/08 by Ryan.Vance@ryan.vance_devvr

	Adding PSVR support for changing the screen percentage dynamically. Previously it could only be changed with ini settings and a relaunch.
	Reworked mutex use in reprojection thread. Some things weren't locked that should have been and removed a redundant mutex.

Change 2938736 on 2016/04/08 by Ryan.Vance@ryan.vance_devvr

	#jira UE-26722
	Updating ISR related code for debug view to fix tesselation.

Change 2939709 on 2016/04/11 by Chad.Taylor@Chad.Taylor_Z3299_Tango

	Explicit order prioritization for ISceneViewExtensions for proper sampling order

Change 2939717 on 2016/04/11 by Chad.Taylor@Chad.Taylor_Z3299_Tango

	Initial stereo layer implementation sans editor wireframe visualization

Change 2939816 on 2016/04/11 by Chad.Taylor@Chad.Taylor_Z3299_Tango

	Stereo layer compionent visualizer

[CL 2940449 by Nick Whiting in Main branch]
2016-04-11 23:01:18 -04:00
Peter Sauerbrei
865909dbbb Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599
#lockdown nick.penwarden

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

Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin

	Added support for Landscape grass to use the landscape's light/shadow maps
	(original github pull request #1798 by Frugality)

Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM

	DM - glslang

Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Common RHI changes

Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Initial rhi check-in. Tappy & SunTemple working on PC.
	#codereview Jack.Porter, Chris.Babcock, Josh.Adams

Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Split Immediate command list off RHI

Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	changes to exclude LPV shaders from Vulkan
	(reapplied with edit instead of integrate records)

Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	Static shadowing + dynamic-object CSM

Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	Mobile GPU particles

Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	Planar reflections very WIP

Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	Separate Translucency very WIP

Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	ProtoStar engine changes

Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	HACK for Max Texture Samplers hardcoded to 8 on ES2
	Should be cleaned up better with UE-24419.
Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Integrate pipeline cache

Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM

	DM - Initial CCT support

Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Empty bound shader states cache
	- Only used currently on Vulkan

Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM

	DM - Added GRHINeedsExtraDeletionLatency from 4.11

Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM

	DM - Remove batched elements quads (was not been used at least since UE3!)

Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Fence mgr (disabled)

Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Resource management (disabled)

Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Expand number of stencil op bits

Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Add support for more MaxSimultaneousRenderTargets

Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Support for 3d staging textures

Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream

	Vulkan RHI stub for new SharedResourceView RHI call

Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - SM4 preq

Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream

	Android Vulkan support initial checkin

Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile

	Reinstate vertex fog, fixes UE-28166

Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Use fence manager

Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Descriptor pool

[CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
Andrew Grant
2084c03863 Copying //UE4/Orion-Staging to //UE4/Main (//Orion/Dev-General @ 2855324)
#lockdown Nick.Penwarden

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

Change 2855265 on 2016/02/03 by Max.Chen

	Sequencer: Release track editors when destroying sequencer

	#jira UE-26423

Change 2855247 on 2016/02/03 by Max.Chen

	PlacementMode: Null factory check in constructor to fix cooking.

	#codereview andrew.rodham
	#rb andrew.rodham
	#jira UE-26412

ChangeChange 2855116 on 2016/02/03 by Michael.Noland

	[AUTOMERGE]

	PS4: Added a log statement when the gap between SubmitDone calls exceeds 2 seconds and removed a duplicate call to set the LastSubmitDoneTime
	PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1

	Merging CL# 2854751 and 2852176 by way of 2855100

	#tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1
	#rb dave.ratti
	#lockdown andrew.grant

	--------
	Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2855109 by Michael.Noland on 2016/02/03 20:59:51.

Change 2855109 on 2016/02/03 by Michael.Noland

	PS4: Added a log statement when the gap between SubmitDone calls exceeds 2 seconds and removed a duplicate call to set the LastSubmitDoneTime
	PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1

	Merging CL# 2854751 and 2852176 by way of 2855100

	#tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1
	#rb dave.ratti
	#lockdown andrew.grant

Change 2855100 on 2016/02/03 by Michael.Noland

	PS4: Added a log statement when the gap between SubmitDone calls exceeds 2 seconds and removed a duplicate call to set the LastSubmitDoneTime
	PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1

	Merging CL# 2854751 and 2852176 using //Orion/Release-Next_to_//Orion/Release-Live

	#tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1
	#rb dave.ratti
	#lockdown andrew.grant

ChangeChangeChangeChangeChange 2854825 on 2016/02/03 by Zabir.Hoque

	Harden MaterialParameterCollection from ending up with duplicate parameter names of GUIDs.

	#Tests: Ran debug editor, create materail param collection with >500 elements. Still only ~18ms. Used param in shader.
	#RB: Daniel.Wright
	#CodeReview: Daniel.Wright, Gil.Gribb, Rolando.Caloca, Marcus.Wassmer

Change 2854788 on 2016/02/03 by Josh.Markiewicz

	#UE4 - JsonObjectConverter changes
	- added the ability for a UStruct to emit json as a string if type traits are setup with ExportTextItem / ImportTextItem
	- allows the UStruct to convert to json as something other than FJsonValueObject
	-- things like FColor, FDateTime but they are already handled differently
	- checked for possible change in existing behavior, no classes currently use type traits for this that aren't handled special already
	- FUniqueNetIdRepl can now convert to/from json as a string
	#rb david.nikdel
	#codereview ben.zeigler, sam.zamani, david.nikdel, paul.moore
	#tests various online tests connecting to servers, etc

Change 2854751 on 2016/02/03 by Michael.Noland

	PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1
	#rb dave.ratti
	#lockdown andrew.grant
	#tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1

ChangeChange 2854712 on 2016/02/03 by Josh.Markiewicz

	#UE4 - added some json compatibility features to FUniqueNetIdRepl struct
	- ImportTextItem
	- To/FromJson
	#rb david.nikdel
	#codereview none
	#tests various online features, additional unit tests added to class

Change 2854696 on 2016/02/03 by Dmitry.Rekman

	Making Memprofiler usable (by MichaelN).

	#rb Zak.Middleton (who I got the shelved CL # from)
	#codereview Michael.Noland, Zak.Middleton, Bob.Tellez
	#tests Used Memprofiler on a number of captures.

ChangeChange 2854536 on 2016/02/03 by John.Pollard

	Add event groups as users to replay, so we can quickly find replays with certain events types in them

	#rb RyanG
	#tests Replays and events

	Merging using OrionDevGeneral->ReleaseCandidate

Change 2854526 on 2016/02/03 by John.Pollard

	Add support for getting replay id

	#rb RyanG
	#tests Replays

	Merging using OrionDevGeneral->ReleaseCandidate

Change 2854522 on 2016/02/03 by John.Pollard

	Support setting string values in perf counters through the perf  counters helper class.

	#rb none
	#tests Client/Server match

[CL 2856676 by Andrew Grant in Main branch]
2016-02-04 23:40:42 -05:00
Bob Tellez
b51555abf7 Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden

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

Change 2806454 on 2015/12/16 by Bob.Tellez

	#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.

	#rb Ben.Zeigler

	#codereview Dmitry.Rekman

Change 2805502 on 2015/12/16 by Ben.Zeigler

	#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
	As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
	#codereview mike.beach, bob.tellez

Change 2805288 on 2015/12/16 by David.Nikdel

	#HTTP #HttpRetry
	- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
	- Changed HTTP retry logic a little bit
	  * If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
	  * If a response was not received and we did not send a full request, automatically retry
	  * If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
	- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
	  * Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
	  * Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
	- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
	  * Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
	#RB: Sam.Zamani
	#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
	#Fixes: FORT-17804

Change 2803864 on 2015/12/15 by Bob.Tellez

	#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.

	#rb Dmitry.Rekman

	#codereview Nick.Darnell

Change 2803677 on 2015/12/15 by Billy.Bramer

	- Expose equality and inequality operators for gameplay attributes

	#rb Todd.Eckert

Change 2802881 on 2015/12/14 by Bob.Tellez

	#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.

	#rb Phillip.Kavan, Maciej.Mroz

	#codereview Phillip.Kavan, Maciej.Mroz

Change 2801636 on 2015/12/14 by Bob.Tellez

	#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.

	#codereview Graeme.Thornton

Change 2800400 on 2015/12/11 by Jonathan.Lindquist

	Submitting a new Pivot Painter Edition
	- now renders to textures
	- improved workflow
	- greater capabilities

Change 2799579 on 2015/12/11 by John.Abercrombie

	[AUTOMERGE]

	Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4

	Fixes FORT-18649 - Patrols don't spawn consistently
	- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire

	#rb me (this code was written by MieszkoZ)
	(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)

	--------
	Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.

Change 2799018 on 2015/12/10 by Bob.Tellez

	#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.

	#rb Fred.Kimberley

	#codereview Peter.Knepley

Change 2798926 on 2015/12/10 by Bob.Tellez

	#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.

	#jira FORT-18514

	#codereview Martin.Mittring

Change 2797758 on 2015/12/10 by Mark.Satterthwaite

	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 2781204 on 2015/11/25 by Dmitry.Rekman

	Linux: use jemalloc by default if available.

	- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.

	#rb Bob.Tellez
	#codereview Bob.Tellez, Ben.Zeigler

Change 2779398 on 2015/11/24 by Mark.Satterthwaite

	Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
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
Martin Mittring
8a3528036b missing changed from integration on shader optimization from Orion
[CL 2691187 by Martin Mittring in Main branch]
2015-09-14 20:08:14 -04:00
Martin Mittring
43c71586de minor performance optimization for postprocessing
[CL 2687453 by Martin Mittring in Main branch]
2015-09-10 21:23:56 -04:00
Martin Mittring
63f4217299 integrated from Orion
CL 2676126

	added more useful GPU profile into to many passes

[CL 2676152 by Martin Mittring in Main branch]
2015-09-01 16:52:40 -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
Ryan Vance
fec728074d Custom HMD post process mesh implementation.
Instead of rendering a full screen quad for post process passes, render a mesh which represents only the screen area visible in the HMD after distortion.
This cuts the cost of post processing ~10-15% with no visible difference.
Initial implementation for the Vive.

[CL 2644327 by Ryan Vance in Main branch]
2015-08-04 19:33:26 -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
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
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -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
Rolando Caloca
a8ab593d84 UE4 - Feature Level ES 3.1 fixes
#codereview Jack.Porter, Sangwoo.Lee, Daniel.Wright

[CL 2324679 by Rolando Caloca in Main branch]
2014-10-09 17:50:34 -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
Martin Mittring
04475707d1 removed UI Blur (Feature was only used by Fortnite, not fully wokring and complicated the engine internals)
[CL 2292510 by Martin Mittring in Main branch]
2014-09-10 12:31:36 -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
Rolando Caloca
14cc8f09a3 UE4 - Integrate
- Addes 3_1 define on shaders
- Fixes GL packed uniforms array size incorrect assert
- Disallows running the editor with -featureleveles2
- r.MobileHDR is now read-only
- Moved some checks from SM3 to SM4

[CL 2270866 by Rolando Caloca in Main branch]
2014-08-25 14:41:54 -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
Gil Gribb
1d50eae0de UE4 - rework RHI user-facing APIs to be safer and incorporate the desired sematics
[CL 2119499 by Gil Gribb in Main branch]
2014-06-27 11:07:13 -04:00
Brian Karis
1eda5e2e8d Moved FMaterialShaderto renderer public so slate can access it.
[CL 2115613 by Brian Karis in Main branch]
2014-06-24 14:37:21 -04:00
Gil Gribb
bc7c8cbca8 UE4 - more work preparing for parallel rendering. Merged the cmd list into the post process context, among other things.
[CL 2103040 by Gil Gribb in Main branch]
2014-06-12 07:13:34 -04:00