Commit Graph

27 Commits

Author SHA1 Message Date
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
Andrew Grant
c0452957a1 Merging latest engine code from Orion via //depot/UE4-To-//UE4/Main
[CL 2744667 by Andrew Grant in Main branch]
2015-10-28 08:58:16 -04:00
Marcus Wassmer
697640b865 Fix fortnite transition ensures from toggling fullscreen.
#jira UE-22201

[CL 2733754 by Marcus Wassmer in Main branch]
2015-10-19 12:43:29 -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
66808a11f7 Merging changes that ensure that vertex declarations match the definitions used in the compiled shader states as required by Metal.
reviewedby michael.trepka, rolando.caloca

[CL 2670894 by Mark Satterthwaite in Main branch]
2015-08-27 10:28:11 -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
Martin Mittring
1ac0e8f781 removed unused parameters hiding d3ddebug errors, fixed d3ddebug errors
[CL 2518451 by Martin Mittring in Main branch]
2015-04-20 18:18:08 -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
Nick Penwarden
cdd212afcc Ensure the postprocess material node always falls back to the default postprocess material.
With existing code if you pass a material instance with no parent in it will always default to the default surface material.

#codereview Martin.Mittring

[CL 2495685 by Nick Penwarden in Main branch]
2015-03-30 11:04:47 -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
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
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
Allan Bentham
98da78a389 Added OpenEXR library, added OpenEXR format to ImageWrapper Module, Changed highres screenshot code to save with image wrapper.
#ttp 318670 - UE4: RENDERING: FORTNITE: Write HighResScreenshots to OpenEXR (ideally PSD as well)
#proj Engine
#branch UE4
#summary Added OpenEXR library, added OpenEXR format to ImageWrapper Module, Changed highres screenshot code to save with image wrapper.
#Add OpenEXR support (for writing) to ImageWrapper module. (enabled for windows builds only)
#Add added option to highres screenshot code to choose to output as hdr / openexr
#Add 2 new visualisation modes, scene depth world units and custom depth world units.
#add cvar 'r.BufferVisualizationDumpFramesAsHDR' to enable hdr export from console.
#change FRCPassPostProcessMaterial can specify an override output texture format if required.
#add SaveImage function to FHighResScreenshotConfig

[CL 2252882 by Allan Bentham in Main branch]
2014-08-12 08:36:24 -04:00
Gil Gribb
30f1fe2722 UE4 - further command list work. BoundShaderState, RHISetComputeShader, RHIDispatchComputeShader, RHIDispatchIndirectComputeShader, RHIAutomaticCacheFlushAfterComputeShader, RHIDrawPrimitiveIndirect, RHIDrawIndexedIndirect, RHIDrawIndexedPrimitiveIndirect, RHIEnableDepthBoundsTest
[CL 2175853 by Gil Gribb in Main branch]
2014-07-08 10:43:52 -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
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -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
Gil Gribb
3de6028e86 UE4: Rearrange RHICmdList toward non-null cmd lists and the final "look"
[CL 2100216 by Gil Gribb in Main branch]
2014-06-10 07:29:49 -04:00
Gil Gribb
fa7226b8fe UE4 - merge first pass at parallel rendering to main
[CL 2095959 by Gil Gribb in Main branch]
2014-06-05 16:38:54 -04:00
Martin Mittring
b58498e8ae * release GBuffers early during the frame to allow reuse, PostProcessMaterial can hold on to it longer
granularity is all GBuffers, could be per texture but might not be worth the tracking
* disabled RenderTargetPoolEvents tracking for editor rendering to get a more readable output

[CL 2076060 by Martin Mittring in Main branch]
2014-05-16 17:29:16 -04:00
Graeme Thornton
e1700afed8 First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.
#ttp 331829 - Mobile Preview in Editor
#proj Engine
#branch UE4

#summary First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.

#change Added GMaxRHIFeature level which contains the highest supported feature level on this machine
#change Added a cvar "r.FeatureLevelPreview" which, when set to 1, enables a feature level selection in the quick settings menu. Not wired up to anything at the minute
#change Added a feature level variable to FScene, which is currently initialized to whatever GRHIFeatureLevel is. Accessed with GetFeatureLevel()
#change Added a helper accessor GetFeatureLevel() to FSceneView which gets the feature level from the relevant scene. Purely to reduce the amount of typing needed to get to a feature level
#change Many changes across the renderer to try and read the current feature level from the view or scene. Not everything is done yet, but this is almost all of the "easy" stuff. As there is still just a global feature level in the engine, nothing should change.

[CL 2066905 by Graeme Thornton in Main branch]
2014-05-08 09:05:50 -04:00