Commit Graph

3 Commits

Author SHA1 Message Date
Nick Penwarden
6d5e1da95f Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown ben.marsh

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

Change 2774277 on 2015/11/19 by Gil.Gribb

	UE4 - Did minor optimizations to the PS4 RHI and drawlists.

Change 2791226 on 2015/12/04 by Uriel.Doyon

	Added source code for Embree 2.7.0
	Removed duplicate files from the /doc folder.

Change 2800193 on 2015/12/11 by Marcus.Wassmer

	SSAO AsyncCompute support.
	#rb Martin.Mittring

Change 2801631 on 2015/12/14 by Olaf.Piesche

	Making auto deactivate true by default, moving checks to HasCompleted, eliminating some unnecessary logic

	#rb martin.mittring

Change 2803240 on 2015/12/15 by Gil.Gribb

	UE4 - Added command to collect stats on spammy stats.

Change 2803476 on 2015/12/15 by Rolando.Caloca

	DR - Allow toggling compute skin dispatch at runtime
	- r.SkinCacheShaders Now enable the shaders and feature
	- r.SkinCaching enables toggling at runtime
	- r.SkinCache.BufferSize Sets the size in bytes of buffer for outputting
	- Now uses 3 UAV buffers instead of one (avoid RenderDoc crashes)
	#codereview Marcus.Wassmer, Martin.Mittring

Change 2803940 on 2015/12/15 by Marcus.Wassmer

	Add r.PS4.AsyncComputeBudgetMode to switch between CUMasking and WaveLimit modes.  So far it looks like WaveLimits behave better in UE4.

	Also rearrange AsyncSSAO to run immediately after HZB to overlap with occlusion queries.  In my testing this takes SSAO cost from .5ms -> .2ms.   However it had to be hacked to run without normals.  Hopefully Martin can get some real AsyncSSAO in.

	#rb Martin.Mittring
	#codereview Martin.Mittring

Change 2803999 on 2015/12/15 by Uriel.Doyon

	Refactored the shader complexity material override logic to allow other viewmodes shader overrides.
	TexelFactorAccuracy ViewMode : shows the accuracy of the static mesh texel factors, used for streaming.
	WantedMipsAccuracy ViewMode : shows the accuracy of the static mesh wanted mips accuracy, used for streaming.
	Added an option to stream textures based on the AABB distance instead of using the sphere approximation.
	Added an option to only keep a the wanted mips.
	Moved optimization related viewmodes into a submenu to avoid polluting the interface.
	#jira UE-24502
	#jira UE-24503
	#jira UERNDR-89

Change 2804150 on 2015/12/15 by Olaf.Piesche

	make separate translucency screen percentage a bit more robust; add numsamples to the render target creation functions in preparation for MSAA support for higher quality with low res separate translucency

	#rb martin.mittring

Change 2804367 on 2015/12/15 by Daniel.Wright

	Capsule shadow primitives are tracked separately on registration - saves 2.6ms of RT time doing the view frustum culling in a medium sized map

Change 2805293 on 2015/12/16 by Olaf.Piesche

	logging if potentially immortal emitters are spawned from gameplay; this should catch if we spawn burst only emitters with indefinite life spans (muzzle flashes, hit impacts, etc.)

	#rb martin.mittring

Change 2805586 on 2015/12/16 by Zabir.Hoque

	Adding support for decals to fade and destroy themselves automatically.

	#CodeReview: Martin.Mittring, Daniel.Wright, Olaf.Piesche

Change 2807663 on 2015/12/17 by Rolando.Caloca

	DR - Remove expensive logging
	#codereview Marcus.Wassmer

Change 2807903 on 2015/12/17 by Zabir.Hoque

	Refactored DecalComponent's lifetime management such that it can be set and reset from Blueprints.

	#CodeReview Daniel.Wright, Martin.Mittring, Olaf.Piesche

Change 2809261 on 2015/12/18 by Martin.Mittring

	Added VisualizeShadingModels to track down issues like that:
	  FORT-16913 Textures on Hero Mesh is not shown
	#rb:David.Hill
	#code_review:Bob.Tellez

Change 2810136 on 2015/12/21 by Rolando.Caloca

	DR - Added back draw event colors
	PR #1602
	#jira UE-21526
	#codereview Mark.Satterthwaite, Keith.Judge, Marcus.Wassmer, Josh.Adams

Change 2810680 on 2015/12/21 by Martin.Mittring

	moved SSAO ComputeShader running without per pixel normal (for AsyncCompute) into DevRendering
	#test:editor

Change 2811205 on 2015/12/22 by Brian.Karis

	Pulled clear coat out of the reflection compute shader. Added permutation for skylight.

	Clear coat base layer now done in base pass. It only picks up the closest capture. This will cause popping when the object moves. Still needs a cross fade.

Change 2811275 on 2015/12/22 by David.Hill

	UE-24675
	#rb martin.mittring

	Corrected buffer-size related problem with fringe.

Change 2811397 on 2015/12/22 by Brian.Karis
2016-01-08 11:12:28 -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
Gil Gribb
c7b6303e56 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

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

Change 2771498 on 2015/11/18 by Rolando.Caloca
	DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma
	#codereview Marcus.Wassmer

Change 2771600 on 2015/11/18 by Rolando.Caloca

	DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf
	Usage:
	ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs

	-Also removed old communication enum from SCW
	#rb Daniel.Wright

Change 2771647 on 2015/11/18 by Rolando.Caloca

	DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code
	- Entry point string now gets modified to the optimized one
	- Fixed parser allocator when requesting pages bigger than PageSize
	#rb Chris.Bunner

Change 2772133 on 2015/11/18 by Chris.Bunner

	Removed physics shape type zeroing on Speedtree import. UE-23285
	#rb Ori.Cohen

Change 2772225 on 2015/11/18 by Rolando.Caloca

	DevRendering - Hlsl - Support for removing unused inputs on pixel shaders
	- Fix some shadow variable warnings
	#rb Chris.Bunner, Nick.Penwarden

Change 2772469 on 2015/11/18 by Daniel.Wright

	Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task
	Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile)
	#rb Rolando.Caloca

Change 2772471 on 2015/11/18 by Daniel.Wright

	Particle SubUV cutouts
	* A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation.
	* Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw.
	* GPU performance savings depend on how much empty space (zero alpha) existed in the texture.  Measured a reduction of 2-3x GPU time on a smoke effect.
	* This only works if the material does not modify opacity to reveal areas with zero texture alpha

Change 2772483 on 2015/11/18 by Marcus.Wassmer

	Filtering options on UnrealPak -list
	#rb Josh.Adams

Change 2772644 on 2015/11/18 by Daniel.Wright

	Integrate - Temporal AA dithering is only enabled if outputting to a low precision format
	#rb Nick.Penwarden

Change 2773336 on 2015/11/19 by Rolando.Caloca

	DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0
	#rb Marcus.Wassmer

Change 2773476 on 2015/11/19 by Rolando.Caloca

	DevRendering - PS4 Shader attribute export stats
	Run using r.PS4DumpExportStats 1 in the console
	- Also fixed non-vertex shaders not getting optional data
	#codereview Marcus.Wassmer

Change 2773865 on 2015/11/19 by Gil.Gribb

	UE4 - Added an FName churn tracker.

Change 2773900 on 2015/11/19 by Rolando.Caloca

	DevRendering - Fix sharing shaders for material & mesh shaders
	#rb Marcus.Wassmer

Change 2774277 on 2015/11/19 by Gil.Gribb

	UE4 - Did minor optimizations to the PS4 RHI and drawlists.

Change 2774421 on 2015/11/19 by Olaf.Piesche

	Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor

	#codereview Martin.Mittring

Change 2774447 on 2015/11/19 by Rolando.Caloca

	DevRendering - Velocity and Depth shader pipelines
	#rb Marcus.Wassmer

Change 2774603 on 2015/11/19 by Marcus.Wassmer

	Windowed vsync for ps4
	#rb Rolando.Caloca

Change 2775650 on 2015/11/20 by Rolando.Caloca

	DevRendering - Added two utility overloads per UDN suggestion
	#codereview Gil.Gribb

Change 2775798 on 2015/11/20 by David.Hill

	Adding a new AutoExposure method

	#rb Martin.Mittring

Change 2776345 on 2015/11/20 by Daniel.Wright

	Capsule shadows for movable skylight
	* Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion
	* Requires DFAO to be enabled at the moment
	* Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous

Change 2777033 on 2015/11/22 by Uriel.Doyon

	Enabled SceneTextures node validation when material domain is DeferredDecal
	#review Martin.Mittring
	#jira UE-23141

Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00