Commit Graph

16 Commits

Author SHA1 Message Date
Graeme Thornton
9576f1f08d Create and use auxilliary depth texture in the forward rendering path when simulationous depth test/read isn't supported on the target hardware.
Fixes TTP 335869 - UE4: RENDERING: CRITICAL: EDITOR: CRASH: Occurs when launching mobile preview on the StarterMap using the Asus UX31 Sandy Bridge Ultrabook

[CL 2119491 by Graeme Thornton in Main branch]
2014-06-27 10:57:41 -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
0bdb7c54ee * fixed TTP 336027 CRITICAL: Regression: RENDERING: Crash: Enabling Depth of Field Layers in a viewport
[CL 2078190 by Martin Mittring in Main branch]
2014-05-19 17:59:23 -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
Graeme Thornton
ede3be0e66 #ttp 304473 - UE4: RENDERING: Visualizetexture looks broken when using r.ScreenPercentage / FullscreenAndUpsample
#proj Engine
#branch UE4

#summary Reposition texture visualization display when camera safe zone black bars are enabled

[CL 2065537 by Graeme Thornton in Main branch]
2014-05-07 09:49:28 -04:00
Martin Mittring
17a8ba0cdf * fixed build error
[CL 2060549 by Martin Mittring in Main branch]
2014-04-30 18:14:48 -04:00
Martin Mittring
54b6cd8e74 * fixed build error
[CL 2060214 by Martin Mittring in Main branch]
2014-04-30 14:29:00 -04:00
Martin Mittring
b523c348a1 * XBoxOne: expose ESRam allocation to visualizetexture log printout and outside RHI
* XBoxOne: added RangeAllocators for ESRam (not used yet)

[CL 2060060 by Martin Mittring in Main branch]
2014-04-30 12:13:37 -04:00
Martin Mittring
70361adc08 #UE4:
* fixed VisualizeTexture to show up items when using r.SetRes
* fixed compacting of RenderTarget pool to avoid performance issue happening over time

[CL 2052571 by Martin Mittring in Main branch]
2014-04-23 19:58:00 -04:00
Graeme Thornton
c69f2e40de #ttp 304473 - UE4: RENDERING: Visualizetexture looks broken when using r.ScreenPercentage / FullscreenAndUpsample
#proj Engine
#branch UE4

#summary Fixed render target visualization when using r.screenpercentage

#change Make texture visualization code use the unscaled viewrect for its calculations
#change Give DrawRectangle function the size of the actual render target, not the scene rendertarget sizes

[CL 2047656 by Graeme Thornton in Main branch]
2014-04-23 19:08:42 -04:00
Mikolaj Sieluzycki
f9fe87c29a #ttp 331240 - CORE: Remove GIsBenchamrking, GUseFixedTimeStep from global scope
#proj core
#branch UE4
#summary Moved global variables to statics in FApp. Removed unused GUnclampedDeltaTime.
#codereview robert.manuszewski

[CL 2043034 by Mikolaj Sieluzycki in Main branch]
2014-04-23 18:12:58 -04:00
Joe Tidmarsh
c489d646df #ttp 316639 - UE4: RENDERING: DrawDenormalizedQuad should reuse static index and vertexbuffer
#summary UV offsets are now correctly calculated. This was previously blocking shadow game

[CL 2039548 by Joe Tidmarsh in Main branch]
2014-04-23 17:26:59 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00