Commit Graph

41 Commits

Author SHA1 Message Date
rolando caloca
17e13e521b UE5 - Remove some hlslcc vestiges from Vulkan
#rb Dmitriy.Dyomin, Lukas.Hermanns, jeannoe.morissette

#ROBOMERGE-SOURCE: CL 17369648 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17369655 by rolando caloca in ue5-release-engine-test branch]
2021-08-31 12:04:32 -04:00
rolando caloca
f6cd88c157 UE5 - Remove platform
#rb Steve.Smith
[FYI] Jules.Blok, Ryan.Durand, Ben.Marsh

#ROBOMERGE-SOURCE: CL 17295935 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)

[CL 17295945 by rolando caloca in ue5-release-engine-test branch]
2021-08-24 19:28:38 -04:00
Marc Audy
8f73cd7fa9 Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
This represents UE4/Main @ 15601601

[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -04:00
Marc Audy
9753392e2b Merge UE5/RES CL# 15462083 to UE5/Main
This represents UE4/Main @ 15414221

[CL 15463811 by Marc Audy in ue5-main branch]
2021-02-18 18:13:28 -04:00
Lukas Hermanns
a4dfdcd0ad Moved dxil.dll from DirectX folder into ShaderConductor binary folder and load dxil.dll manually to ensure it's always loaded from that location.
#rb Yuriy.ODonnell, Emil.Persson, Kenzo.Terelst
#fyi Mihnea.Balta, Rolando.Caloca, Graham.Wihlidal
#jira none
#rnx

[CL 15337426 by Lukas Hermanns in ue5-main branch]
2021-02-05 10:29:11 -04:00
Yuriy ODonnell
8789e0bb07 Include shader compiler DLL version in FShaderFormatD3D/Vulkan::GetVersion(), similar to how it's done for other platforms.
#rb Lukas.Hermanns

[CL 15276007 by Yuriy ODonnell in ue5-main branch]
2021-02-01 18:54:58 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
carl lloyd
fe57817d94 Added Android Desktop Forward Rendering (Experimental)
[at]jack.porter [at]dmitry.dyomin [at]juan.canada [at]rolando.caloco
#rb jack.porter, dmitry.dyomin, juan.canada, rolando.caloco
#jira none

#ROBOMERGE-SOURCE: CL 11824876 in //UE4/Release-4.25/... via CL 11824884
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)

[CL 11824898 by carl lloyd in Main branch]
2020-03-02 11:00:17 -05:00
dmitriy dyomin
e199946f7d Prevent Vulkan early fragment tests being enabled when discard instruction is used.
#ROBOMERGE-SOURCE: CL 11152992 via CL 11153006 via CL 11153012
#ROBOMERGE-BOT: (v640-11091645)

[CL 11153019 by dmitriy dyomin in Main branch]
2020-01-29 04:02:55 -05:00
ryan durand
471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00
dmitriy dyomin
4b88e9d405 Define ES3_1_PROFILE for vulkan on mobile instead of ES2_PROFILE
#jira UE-84231
#rb none

#ROBOMERGE-SOURCE: CL 10120740 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v587-10111126)

[CL 10120743 by dmitriy dyomin in Main branch]
2019-11-13 00:54:17 -05:00
Marcus Wassmer
6517c68ef5 Copying //UE4/Dev-RenderPlat-Staging@8684824 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 8684840 by Marcus Wassmer in Main branch]
2019-09-14 09:45:25 -04:00
dmitriy dyomin
a057ce7394 Support auto-instancing on mobile ES3.1 feature level (Metal, OpenGL ES3.1, Vulkan)
Disabled by default, can be enabled with r.Mobile.SupportGPUScene=1
#jira UE-71355
#rb rolando.caloca, zach.bethel
[FYI] rolando.caloca, zach.bethel


#ROBOMERGE-SOURCE: CL 6617026 via CL 6617089
#ROBOMERGE-BOT: (v358-6608238)

[CL 6617118 by dmitriy dyomin in Main branch]
2019-05-23 00:36:32 -04:00
rolando caloca
1df046219e UE4.22 - Modify SPIR-V shader entry point name so it can be found easily while debugging (like Metal)
#rb none
#rnx
#jira UE-70676

#ROBOMERGE-SOURCE: CL 5271453 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 5271454 by rolando caloca in Main branch]
2019-03-01 16:20:45 -05:00
rolando caloca
8a9099cbaf UE4.22 - Fix Lumin shaders format
#rnx
#rb none
#jira UE-UE-70308

#ROBOMERGE-SOURCE: CL 5095354 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 5095358 by rolando caloca in Main branch]
2019-02-20 14:58:38 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Rolando Caloca
e3ec1a0d94 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 4073167 by Krzysztof.Narkowicz

	Added subsurface profile for eye shading model.
	#jira none

Change 4073422 by Krzysztof.Narkowicz

	Added dual specular for subsurface profile shading model.
	#jira none

Change 4075278 by Krzysztof.Narkowicz

	Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail.
	#jira none

Change 4084231 by Krzysztof.Narkowicz

	Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features.
	#jira none

Change 4092798 by Matt.Collins

	Some HDR refactoring.

	Previously the DisplayOutput and ColorGamut were only set in GameUserSettings.
	I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants.

Change 4096954 by Chris.Bunner

	Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code.

Change 4111285 by Brian.Karis

	Eye shading update.
	Added Iris normal (disabled). Removed wrap. Fixed contact shadows.

Change 4155261 by Krzysztof.Narkowicz

	Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution.

	#jira none

Change 4167644 by Krzysztof.Narkowicz

	Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files.

Change 4183727 by Yuriy.ODonnell

	Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available).

	Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner.
	This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements.

	Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush.
	Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals.

	Added support for DBuffer decals with emissive component.

	Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals.

Change 4197684 by laz.matech

	Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair).

	#jira none

Change 4225614 by Rolando.Caloca

	DR - Enable depth collision particles on Vulkan mobile

Change 4235489 by Uriel.Doyon

	Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights.

	#jira UE-59525

Change 4260154 by Mark.Satterthwaite

	Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker.

Change 4270594 by Brian.Karis

	Fix for textured rect light L pointing away from plane due to approximate diffuse integration.

Change 4273361 by Daniel.Wright

	Particle Cutouts with 8 verts now always use stochastic approach.  Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop.

Change 4309174 by Mark.Satterthwaite

	Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used.

Change 4310121 by Matt.Collins

	Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing.

	#jira none

Change 4312960 by Daniel.Wright

	Fix from Stephen Hill for incorrect light grid culling near the near plane

Change 4314169 by Richard.Wallis

	FShaderCache and associated public structures are now marked as deprecated.  All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic.

	#jira none

Change 4320760 by Arne.Schober

	DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run).
	#jira UE-60992

Change 4334607 by Uriel.Doyon

	Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails).
	Now settings a light Intesity to default resets the brightness to the archetype brightness.
	This handles correctly cases where the intensity units differs between the two objects.
	Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness
	(by recomputing the Intensity).

	#jira UE-61401

Change 4336188 by Rolando.Caloca

	DR - Added -ReduceThreadUsage so programs can use less threads (for SCW )

Change 4337967 by Rolando.Caloca

	DR - Remove unused RHISupportsShaderCompression function

#rb none

[CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
rolando caloca
7157f9a27c UE4.20 - Fixes for Vulkan
#jira UE-60380
#rb none

#ROBOMERGE-SOURCE: CL 4162936 in //UE4/Release-4.20/...
#ROBOMERGE-BOT: RELEASE (Release-4.20 -> Release-Staging-4.20)
#ROBOMERGE-AUTHOR: rolando.caloca

[CL 4167523 by rolando caloca in Staging-4.20 branch]
2018-06-27 16:58:58 -04:00
jason bestimt
ac3a83bd9f #ROBOMERGE-AUTHOR: jason.bestimt
Misc Vulkan/Lumin fixes from Dev-VR

CL 4071730, 4077567, 4077947, 4078460, 4078467, 4081212, 4081315, 4081648, 4083015

#JIRA: UE-59722
#RB: none

[CODEREVIEW] nick.whiting, rolando.caloca

#ROBOMERGE-SOURCE: CL 4098373 in //UE4/Release-4.20/...
#ROBOMERGE-BOT: RELEASE (Release-4.20 -> Release-Staging-4.20)

[CL 4098376 by jason bestimt in Staging-4.20 branch]
2018-05-29 17:39:15 -04:00
Marcus Wassmer
8522799c64 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4072632)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3870267 by Arne.Schober

	DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
	Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary

Change 3872507 by Arne.Schober

	Back out changelist 3870267

Change 3988916 by Marcin.Undak

	Quail/Linux compilation fix #rb none #codereview arciel.rekman

Change 4042277 by Rolando.Caloca

	DR - Clear UBs between PSOs on D3D to help track down not setting resources

Change 4042297 by Arne.Schober

	DR - Fix case where LPV requires SSAO to run but no GBuffer is available in formward mode. In this case we force the behaviour to use the simple AO (as ASyncAO pass)
	#jira UE-42135

Change 4042404 by Jian.Ru

	Fix a race condition when RT is disabled and then re-enabled
	#jira

Change 4042437 by Richard.Wallis

	Mac Localization - Mac now uses FUICommand and NSLOCTEXT to build main menu items.  Don't fetch menu items using name since that could change.  Lookup using ID's.

	Note:
	New CB function binding system in *FStartupApplicationToMacMenuBinder*.  Added to simplify the existing and new CB function binding.

	Update:
	Application menu now also gets an update on runtime langauge changed event.  Other menu's get updated anyway as per runloop updates.

	#jira UE-49526

Change 4042602 by Guillaume.Abadie

	Adds support for alpha channel in DOF.

Change 4042603 by Guillaume.Abadie

	Gates global sampler behind SUPPORTS_INDEPENDENT_SAMPLERS for nicer error messsage on platform that do not support them.

Change 4042671 by Guillaume.Abadie

	Massages DOF's shader code for HLSLCC.

Change 4042772 by Mark.Satterthwaite

	Expose the MTLComputePipelineState's label string.

Change 4043013 by Juan.Canada

	Fixed bounds of skeletal meshes could be inverted (min > max) with negative scaling. That was breaking occlusion tests in some scenes, creating flicking issues.
	#jira UE-49290

Change 4043171 by Rolando.Caloca

	DR - Workaround crash on hlslcc

Change 4043182 by Uriel.Doyon

	Fixed skylight issues when using pre-exposure.
	Improved IndirectIrradiance gbuffer encoding when using pre-exposure.

Change 4043452 by Mark.Satterthwaite

	Extensively refactor the MetalRHI GPU profiling code. There is now a "MetalProfiler Start/Stop/Frames=X" in-game command that will spit out JSON files similar to the platform-agnostic TracingProfiler, but this displays the command-buffer encoding and execution which actually makes sense with Metal where we can't arbitrarily insert requests for time-stamps and breaking command-buffers/encoders is expensive.

Change 4044732 by Richard.Wallis

	Fix for macOs restoring to fullscreen results in render with large black border.  Also tested that is fix doesn't seem to re-introduce UE-51270 (CL 3696161).  There appears to be an edge case that can cause the toogleFullScreen: method to not correctly expand window frame to the full screen size - we end up with a frame size of the previous setting.  Forcing the correct values doesn't fix the issue - the only consistant fix seems to be to re-introduce the - (NSSize)window:(NSWindow *)window willUseFullScreenContentSize:(NSSize)proposedSize delegate method.

	#jira UE-57549

Change 4044741 by Guillaume.Abadie

	Fixes a couple of regressions in DOF when using temporal upsampling.

Change 4044753 by Guillaume.Abadie

	Fixes a bug in WaveBroadcastIntrinsics.ush

Change 4045010 by Guillaume.Abadie

	Creates TM-DepthOfField in QAGame to test DOF.

Change 4045417 by Jian.Ru

	Prevent recursive flush
	#jira

Change 4045923 by Mark.Satterthwaite

	Further insulate private plugin usage within MetalRHI.

Change 4046006 by Mark.Satterthwaite

	Simplify dependency on the private module and hope it now builds properly.

Change 4046612 by Mark.Satterthwaite

	Apple A9 introduced support for baseVertex & baseInstance, earlier GPUs don't support it at all. The code was incorrectly compiling shaders assuming they did at given Metal shader standard versions. Instead we always compile mobile shaders assuming they don't support base index & vertex and for dektop shaders we now need an A9 or better GPU for it to work.

	#jira UE-55234

Change 4047504 by Mark.Satterthwaite

	Supress warnings about the missing module when not available or enabled. Also make it work on all Metal platforms.

Change 4048765 by Uriel.Doyon

	Fixed compilation issue from CL 4048308

Change 4048776 by Guillaume.Abadie

	Fixes a static pixel projection regressions in TAA caused by alpha channel support in DOF.

Change 4049059 by Mark.Satterthwaite

	Thread names in the MetalProfiler output and don't load the private module when selecting a device as it isn't useful anymore.

Change 4050290 by Mark.Satterthwaite

	Sort out the timebase for all the different Metal clocks when profiling - everything is now in microseconds and seems to line up! Need to rework all the other timing code similarly - but not in this commit.

Change 4050822 by Mark.Satterthwaite

	Partial custom counter support - still has bugs.

Change 4051210 by Guillaume.Abadie

	Dumps PermutationID of shader when shader compile worker crashes.

Change 4051652 by Guillaume.Abadie

	Optimises DOF's reduce with wave broadcast instrinsics.

Change 4051839 by Mark.Satterthwaite

	Tiny fix to changing custom counters.

Change 4052553 by Guillaume.Abadie

	Implements GATHER_INPUT_LAYOUT_RGB_SEPARATE_COC to save texture bandwidth in gather pass.

Change 4052611 by Guillaume.Abadie

	Fixes a crashes in light shaft.

Change 4052916 by Mark.Satterthwaite

	Extend the Mac & iOS Frame-Pacer API to proivde the target output time and the intended duration so that the MetalProfiler can record the display V-Blank window.

Change 4053111 by Rolando.Caloca

	DR - hlslcc - RequiresNegateDDY()

Change 4053402 by Mark.Satterthwaite

	Add instrumentation for buffer & texture allocation and shader & pipeline compilation to MetalProfiler. Everything that I personally care to track should now be in place but the implementation details are grim so there's still plenty of room for improvement.

Change 4053454 by Mark.Satterthwaite

	More attempts to allow the builders to compile for Mac in such a fashion that the private module's perfectly innocuous headers don't cause an error.

Change 4053765 by Guillaume.Abadie

	Fixes a failure in DOFGather's ShouldCompilePermutation() caused by R11G11B10 change.

Change 4053911 by Marcus.Wassmer

	Copying //Tasks/UE4/Dev-Rendering-RectLight@4053906 to Dev-Rendering (//UE4/Dev-Rendering)

Change 4053915 by Marcus.Wassmer

	Attempt to fix what looks like some unity build rearrangement issue.

Change 4053916 by Marcus.Wassmer

	Fix PS4 shader compile issues.  Point seems to be a reserved keyword in PSSL

Change 4054642 by Rolando.Caloca

	DR - Fix SCW not showing correct callstack/exception info on crashes

Change 4054661 by Mark.Satterthwaite

	Make thre MetalBackend convert depth texture sampls to float4 from float to match the expected return type and fix compiler errors.

	#jira UE-58670

Change 4054780 by Guillaume.Abadie

	Cuts number of shader permutation for DOF's gather pass from 138 to 41.

Change 4054950 by Rolando.Caloca

	DR - vk - Fix negated ddy

Change 4055019 by Guillaume.Abadie

	Cuts number of shader permutation for tonemapper from ~2k to 64.

Change 4055144 by Guillaume.Abadie

	Adds an ensure to catch when there is too many permutations on a global shader.

Change 4055240 by Krzysztof.Narkowicz

	Checkboard subsurface fix for resolutions non divisible by 2. Align up subsurface prepare buffer, so downsampling always pickups correct pixel from the full-res buffer.
	#jira FORT-79981

Change 4055323 by Rolando.Caloca

	DR - Fix GLSL-based platforms

Change 4055387 by Guillaume.Abadie

	Adds a point mirror between foreground and background bokeh to be phisically accurate.

Change 4055403 by Rolando.Caloca

	DR - Fix uninitialized var causing crash

Change 4055709 by Guillaume.Abadie

	Fixes a crash in SunTemple.

Change 4055771 by Guillaume.Abadie

	Fixes DOF's reduce pass being compiled for SM4.

	#jira UE-58714

Change 4055876 by Rolando.Caloca

	DR - hlslcc - Fix crash during loop analysis on empty if() blocks

Change 4056026 by Rolando.Caloca

	DR - Enable volumetric fog on Vulkan

Change 4056272 by Guillaume.Abadie

	Exposes new DOF settings in post process settings.

Change 4056460 by Brian.Karis

	Fix uniform buffer assert.

Change 4057151 by Guillaume.Abadie

	Fixes a bug in DOF's temporal stability gathering pass.

Change 4057220 by Guillaume.Abadie

	Cherry-picks and reworks experimental AO decal from GDC 2017's The Human Race demo.

	AO decal are on purpose not supported with ASync AO, because the proper way location to do that would be right before whenever a pass use it, but is currently challenging to track down considering the screen space AO buffer is used a by a lot of different passes through the scene texture uniform buffer.

	#jira UE-53997

Change 4057587 by Rolando.Caloca

	DR - Enable Diaphgram DOF on Vulkan

Change 4058022 by Guillaume.Abadie

	Exposes new DOF settings to UCineCameraComponent

Change 4058136 by Guillaume.Abadie

	Replaces Circle DOF with Diaphragm DOF on supported platforms by default, with renderer settings to fallback.

Change 4058338 by Jostin.Bilyeu

	Checking in new map for verifying Mobile rendering features in conjunction with TAAU

Change 4058352 by Matt.Collins

	Wrapped NSString for lambda capture.

Change 4058500 by Rolando.Caloca

	DR - Fix bad normals & tangents on GL mobile

	#jira UE-57769

Change 4058723 by Rolando.Caloca

	DR - vk - Split device pipeline cache off generic cache file

Change 4058782 by Mark.Satterthwaite

	Rebuild Mac hlslcc for 4055876

Change 4058791 by Mark.Satterthwaite

	Force MetalBackend to pick up new hlslcc.

Change 4058840 by Guillaume.Abadie

	Fixes a bug in DOF's scalability setting groups

Change 4058928 by Daniel.Wright

	Fixed dangling FSceneViewStateReference references getting created when scene capture reallocates its ViewStates array

Change 4059141 by Marcus.Wassmer

	PR #3799: Fix for leak in BatchedLines (Contributed by DSDambuster)

Change 4059227 by Brian.Karis

	Fix for simple forward

Change 4059269 by Marcus.Wassmer

	Update test screenshots to account for minroughness changes from devrectlight

Change 4059478 by Mark.Satterthwaite

	It looks like FMetalCompiledShaderCache was misusing FRWScopeLock in ways that I can't believe even compiled - it looks like it ended up creating and destroying the scope-lock as a temporary rather than treating it as a block-local variable.

	#jira UE-58773

Change 4059870 by Guillaume.Abadie

	Works arround an HLSLCC bug in DOF's recombine pass that was using a AtomicMax(asfloat(MyFloat)).

	#jira UE-58850

Change 4060324 by Rolando.Caloca

	DR - Very minor render pass

Change 4060328 by Rolando.Caloca

	DR - vk - Fix crash when running with r.Vulkan.DelayAcquireBackBuffer=0

Change 4060461 by Jostin.Bilyeu

	Updated test map for use during Mobile Rendering based testing. Map name TM-Mobile_TAAU

Change 4060698 by Marcus.Wassmer

	Merging xbox compile fix

Change 4060930 by Marcus.Wassmer

	Fix android compile

Change 4060971 by Mark.Satterthwaite

	Some missing #defines to guard functions that require an external plugin.

	#jira UE-58910

Change 4061104 by Guillaume.Abadie

	Whitelists mobile tonemapper's high number of permutation in mean time it gets fixed by UE-58014.

	#jira UE-58900

Change 4061364 by Jostin.Bilyeu

	updated Test map TM-TAAU_Mobile to added lighting importance volume, reflection spheres etc.

Change 4061743 by Mark.Satterthwaite

	Fix another build error for iOS.

	#jira UE-58827

Change 4061753 by Arne.Schober

	DR - Higher precision (16bit per channel) for RecomputeTangent and Skincache
	#jira UE-58525

Change 4062236 by Mark.Satterthwaite

	AppleTV doesn't appear to support the set*Bytes APIs in Metal.

	#jira UE-58580

Change 4062320 by Guillaume.Abadie

	Enables bokeh simulation on scattered bokeh on Epic post process settings.

Change 4062402 by Guillaume.Abadie

	Phiscally animates the rotation of the bokeh as aperture changes.

Change 4062587 by Mark.Satterthwaite

	Fix another Ocean compile error.

	#jira N/A

Change 4062811 by Marcus.Wassmer

	Only do newton iterations for area lights
	Fixes a host of AMD-only bugs

Change 4063174 by Marcus.Wassmer

	Workaround shipping build compile error for all clang platforms.

Change 4063760 by Guillaume.Abadie

	Changes the default number of diaphragm blades to 7.

Change 4063992 by Marcus.Wassmer

	Fix DX12 crash when depthboundstest not available.

Change 4064233 by Rolando.Caloca

	DR - Proper fix for GL changes related to tangents

	#jira UE-58948

Change 4064323 by Uriel.Doyon

	Increase the max number of uavs to 16

	#jira 58898

Change 4064428 by Guillaume.Abadie

	Fixes a crashes on XB1 when doing async SSAO.

Change 4064525 by Uriel.Doyon

	Better logic for depth bound support in d3d12.

	#jira 58956

Change 4064694 by Jian.Ru

	Fix a bug in FMaterialBakingModule::ReadTextureOutput caused by uninitialized variables

Change 4064873 by Guillaume.Abadie

	Fixes wrong resource transitions in DOF's reduce passes.

Change 4064956 by Guillaume.Abadie

	Disables R11G11B10 optimisations on platforms that can't supports more than 8 UAVs.

Change 4065215 by Arne.Schober

	DR - Make Clang Happy the standart says: "A variable or non-overloaded function whose name appears as a potentially-evaluated expression is odr-used unless it is an object that satisfies the requirements for appearing in a constant expression (5.19) and the lvalue-to-rvalue conversion (4.1) is immediately applied."
	In English this means that when the reference is taken (or it is passed by reference) the pointers could be compared and therefore needed to be allocated.

Change 4065312 by Guillaume.Abadie

	Fixes D3D12RHI doing a draw indexed indirect behind a DrawPrimitiveIndirect()

Change 4070361 by Guillaume.Abadie

	Fixes resource transitions for PS4. PS4 RHI's logic to check for resource transition is still buggy.

Change 4070778 by Marcus.Wassmer

	Fix bad merge

Change 4071337 by Rolando.Caloca

	DR - vk - Do not spam log

Change 4048308 by Uriel.Doyon

	Merging //UE4/Partner-MGPU to Dev-Rendering (//UE4/Dev-Rendering) at CL 4047519 :
	- Fixed d3derror when resizing the window in multi-gpu.
	- Fixed d3d12 checks when exiting in multi-gpu.
	- Command context containter can now only be used with a single gpu mask. This cleans up passing the mask everywhere.
	- RenderPass now reuse the current GPUMask instead of assuming the view mask. Decoupling furter more the binding.
	- Removed of IRHIComputeContext::GetContextForGPUMask().
	- Removed GPUMask from QueueRenderThreadCommandListSubmit and QueueCommandListSubmit since it is now a member of FRHICommandListBase.
	- FRHICommandListBase::CopyContext() can not change anymore the GPUMask and the target list must have the same GPUMask as the reference one.
	- Command lists now have a GPU mask set at creation time.
	- Support for immediate command list GPU mask.
	- Using the new SCOPED_GPU_MASK where we previously used a new command list on the stack.
	- Refactored most NodeMask naming to GPUMask, and also "const FRHIGPUMask&" to "FRHIGPUMask".
	- Commandline option "-mgpu" is now replaced by "-MaxGPUCount=" and "-PresentGPU="
	- Multi-gpu modes are now controlled through  -mgpumode={ gpu0, gpu1, broadcast, avr, afr }
	- Defines WITH_SLI and WITH_MGPU now control the path to multi-gpu support in the engine.
	- Variable GNumActiveGPUsForRendering is now split in  GNumAlternateFrameRenderingGroups and GNumExplicitGPUsForRendering.

[CL 4072858 by Marcus Wassmer in Main branch]
2018-05-15 11:11:48 -04:00
projectgheist
27ae5afdcb PR #4726: Update copyright notices to 2018. (Contributed by projectgheist)
#rb none
#lockdown Nick.Penwarden

[CL 4070389 by Ben Marsh in Main branch]
2018-05-14 07:48:19 -04:00
Mike Beach
9c1629fae7 Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 4064755)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3873313 by Nick.Atamas

	Merging CL 3834212 using //UE4/Dev-VR=>//Tasks/UE4/Dev-VR-4.19a

	Merging CL 3805354, CL 3822769, CL 3827454, CL 3831789
	//UE4/Partner-Google-VR/Engine/...
	to //Tasks/UE4/Dev-VR-4.19a/Engine/...

Change 3873330 by Nick.Atamas

	Merging CL 3835373 using //UE4/Dev-VR=>//Tasks/UE4/Dev-VR-4.19a

	Merging CL 3777058
	//UE4/Partner-Google-VR/Engine/...
	to //Tasks/UE4/Dev-VR-4.19a/Engine/...

	and fixing up QAARApp to work with latest ARCore changes.

Change 3873791 by Nick.Atamas

	Merging //UE4/Dev-Main@3866324 to Dev-VR (//UE4/Dev-VR) to get missing files and fixing CIS.

Change 3933769 by Keli.Hlodversson

	Remove unused IStereoRendering::GetCustomPresent
	#jira UEVR-1083

Change 3935219 by Nick.Atamas

	QAARApp re-write.

Change 3935664 by Mike.Beach

	Oculus SI 1.23 changes

Change 3941505 by Joe.Graf

	Made the send & recv buffer sizes for the BackChannel plugin configurable
	Added send & recv counters for tracking the amount of transmission data

Change 3944003 by Joe.Graf

	Added -buildscw to the CMake build command lines for editors to match what XCode is doing on Mac

Change 3945189 by Douglas.Copeland

	Saving Material with Use w/ Static Lighting Flag set to resolve Engine warnings

Change 3945245 by Douglas.Copeland

	Resaving QA_MeshTypes asset to resolve warnings produced by missing info

Change 3945266 by Douglas.Copeland

	Updating TM-HMDNodes LevelBP WallofGets to use PxielDensity instead of ScreenPercentage. Resolving Engine warnings

Change 3947785 by Mike.Beach

	Oculus changes to Android core count - only count usable cores not deadicated to the OS, etc.

Change 3951763 by Joe.Graf

	Fixed thread ordering bug with remote session frame compression

Change 3952242 by Joe.Graf

	Saved about 20-25% of the cpu time for compressing jpeg when performing the cpu swizzle

Change 3954571 by Keli.Hlodversson

	* Add FXRRenderBridge base class containing common code from different CustomPresent implementations.
	* Create a default implementation of UpdateViewportRHIBridge in FXRRenderTargetManager by adding  GetActiveRenderBridge_GameThread.
	** The default implementation now handles calling View->SetCustomPresent instead of making it up to the custom present (now XRRenderBridge) implementation (it already had to handle when the custom present was null.)
	* Remove unused member variable ViewportRHI from RHICustomPresent.

	#jira UEVR-1081

Change 3954572 by Keli.Hlodversson

	* Apply XRRenderBridge and XRRenderTargetManager changes to the SteamVR plugin
	* Move duplicated methods into an already existing BridgeBaseImpl class
	#jira UEVR-592

Change 3954573 by Keli.Hlodversson

	* Apply XRRenderBridge refactor to Oculus plugin
	#jira UEVR-590

Change 3954575 by Keli.Hlodversson

	* Apply XRRenderBridge refactor to OSVR
	#jira UEVR-595

Change 3954578 by Keli.Hlodversson

	* Apply XRRenderBridge refactor to GoogleVR
	#jira UEVR-594

Change 3954596 by Keli.Hlodversson

	Add file missing from cl#3954572

Change 3957882 by Jeff.Fisher

	UEVR-1100 bLockToHmd false doesn't work correctly
	-CameraComponent can now tell the LateUpdateManager to store, correctly buffered, the fact that we don't want to do late update this frame.  DefaultXRCamera checks that flag before applying the late upate to the camera.
	#jira UEVR-1100
	#review-3956168

Change 3957945 by Jeff.Fisher

	Fix for Oculus begin/end frame problem after XRRenderBridge refactor.
	-The 'Frame' lifetime in the frame was not long enough, so it was null by the time GetActiveRenderBridge_GameThread was called.  NextFrameToRender is the same value, but has a long enough lifetime.
	#review-3957897

Change 3958760 by Dongsik.Seo

	Adding UseCameraRotation feature to StereoPanorama plug-in.
	To enable this feature, use console command
	SP.UseCameraRotation 7
	Simply add numbers to mark axis to use. 1 = Pitch, 2 = Yaw, 4 = Roll
	7 means all axis (1+2+4)
	#review-3958756 @Joe.Conley

Change 3959347 by Douglas.Copeland

	Fixing spelling errors in test displays

Change 3964331 by Jason.Bestimt

	Merging CL 3959979 from 4.19 to Dev-VR + uplugin change from CL 3954046

	GoogleARCore Plugin fixes for Unreal 4.19.1 hotfix:

	Fixed the crash in Acquire/Release UGoogleARCorePointCloud.
	Fixed the issue that multiple line trace channel doesn't work correctly.
	Fixed the issue the passthrough camera texture has blue and red channel swapped when building against gles 3.1
	Fixed the issue that UGoogleARCorePointCloud::GetPoint doesn't return position in world space.

Change 3967485 by Ryan.Vance

	Removed the exlude rect, we want to clear stencil on the entire surface.

Change 3968028 by Zak.Parrish

	Nuking contents of existing FaceARSample, to be replaced by the one from Release-4.19.

Change 3968114 by Zak.Parrish

	Adding in the new version of FaceARSample from Release-4.19 #rb none

Change 3978381 by Mike.Beach

	Mirroring CL 3969503 from 4.19

	Only triggering new Blueprint event, OnMotionControllerUpdated, from the game thread (causing a assert/crash when triggered from the render thread and the component has been destroyed on the main thread).

	#jira UE-55445

Change 3981160 by Joe.Graf

	Merged the BackChannel unit test fix over from Owl

Change 3981705 by Mike.Beach

	[WIP] MR Calibration - Expose a config setting that will alter the tracking origin type used to calibrate (eye vs. floor).

	#jira UE-55220

Change 3981898 by Joe.Graf

	Added support for Apple hardware accelerated image conversion to JPEG, TIFF, PNG, and HEIF
	Added a Blueprint latent action to perform the conversion in the background

Change 3981910 by Joe.Graf

	WIP AR texture support so that other systems can interact with the camera data

Change 3982102 by Joe.Graf

	Pull request: Update CMakefileGenerator.cs for CLion
	Fixed an issue in the PR and added cleanup for the macro errors that result in FOO()= definitions

	#jira: UE-57103

	GitHub #4619

Change 3982883 by Joe.Graf

	Added a CLionGenerator for consistency
	Fixed editor preferred source code accessor parsing in the project file generator
	Added code to detect the bad assumption of the project name always being UE4 and stripped that off in the CLionSourceCodeAccessor

	#jira UE-54801

Change 3983687 by Joe.Graf

	Fixed the lack of platform checks for adding a framework in the Apple image utils plugin causing a Switch compile error

Change 3984325 by Jeff.Fisher

	UEVR-1141 PSVR - fix morpheus on pc render target scaling
	-Hard coding the target size. Perhaps the old method broke with the pixel density change.
	#review-3983261

Change 3984563 by Joe.Graf

	Temporarily disabled ConvertToHEIF on Mac until the build machines are updated to XCode 9.3

Change 3985213 by Zak.Parrish

	Removing a ton of excess art assets that were taking up lots of space and possibly throwing warnings. We weren't going to use them anyway. #rb none

Change 3985577 by Joe.Graf

	WIP support for the Apple Vision API to perform computer vision tasks on images

Change 3985654 by Joe.Graf

	Fixed missing forward declaration hidden by unity files

Change 3990596 by Mike.Beach

	Adding a delegate for handling when the active XR system modifies the tracking space origin, and a API function for getting a transform between floor and eye space.

	#jira UE-55220

Change 3990788 by Mike.Beach

	Attempted CIS fix (fallout from CL 3990596)

Change 3990824 by Ryan.Vance

	Re-submitting 4.19.1 hotfox 3968537

Change 3995804 by Jeff.Fisher

	Merging cl 3995785
	//UE4/Dev-VR-Seal/Engine/Source/...
	to //UE4/Dev-VR/Engine/Source/...

	UEVR-1148 bLockToHmd change breaking qagame entry level xr camera behavior
	-Fixing late update when no camera component is in use.
	-The camera component's bLockToHMD==false behavior is supposed to be that hmd motion is ignored, meaning we should not do a late update.  This behavior is being applied TO the XRCamera system FROM the camera component, but the camera component can go away or be switched at any time.  We want the default to be do apply hmd motion and late update, so disabling late update needs to be a positive setting applied each frame.
	#review-3995764

Change 3999842 by Nick.Whiting

	Exposing Apple ARKit function library as public for our buddies down under.

Change 4005541 by Joe.Graf

	UE-57541 Blacklisted TVOS since it also defines PLATFORM_IOS as 1

	#jira UE-57541

Change 4006308 by Jason.Bestimt

	#DEV_VR - Hopeful fix for possible unity issue

Change 4006543 by Joe.Graf

	Added code to be more correct on setting face blendshapes

Change 4007508 by Jason.Bestimt

	#LUMIN - Adjusting automation tests.
	- Moved QA specific content test into QA Game
	- Wrapped controller not found to only happen on device

Change 4007515 by Jason.Bestimt

	#LUMIN - Disabling privilege warning except on device

Change 4007552 by Jason.Bestimt

	#LUMIN - Wrapping LuminTargetPlatform internals that require WITH_ENGINE

Change 4008585 by Joe.Graf

	Added virtual curves for the head rotation information from the FaceAR's face tracking for streaming via LiveLink

	#jira: UE-57830

Change 4008604 by Mike.Beach

	MR - Making the chroma key material easier to customize & switch out. Updating the calibration to let you set whatever params you've exposed in the video processing material (removing hardcoded params for old chroma keying material).

	#jira UEVR-1153

Change 4009396 by Jason.Bestimt

	#DEV-VR - Removing warning about stat on different threads (CL 4009124)

Change 4009514 by Joe.Graf

	Added a weighted moving average method to the modify curve anim node

Change 4010125 by Jason.Bestimt

	#DEV-VR - Integrating 0.12 changes from Dev-VR-Seal to Dev-VR

Change 4010434 by Jason.Bestimt

	#DEV-VR - Fix for Lumin Haptic Test include

Change 4010945 by Jeff.Fisher

	QAHapticTests build fix
	-removed unused bad include

Change 4011002 by Nick.Atamas

	Fixed Android compilation.

Change 4011220 by Nick.Atamas

	- Adding visualization for boundary polygons.
	 - Adding support for vertical planes.

Change 4011298 by Mike.Beach

	MR - Revamping the VideoProcessing/ChromaKeying material so that it:
	  1) Better extracts luminance from the image
	  2) Utilizes despill to remove chroma bleed from the scene
	  3) Leverages the generated despill mask to add back in a faux bounce

	#jira UEVR-1153

Change 4011858 by Keli.Hlodversson

	Move ExecuteOn(RHI|Render)Thread from Oculus plugin into XRThreadUtils.{h|cpp} inside the HMD module
	Use TFunction and TFunctionRef instead of std::function as arguments. (Depends on the changes in CL#3987166: Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures.)
	-- Ref for methods that guarantee the function has been invoked before returning, TFunction for *_NoWait, as the function may not get execured until later when RHI is in a separate thtread and not bypassed.

	#jira UE-57380

Change 4011956 by Keli.Hlodversson

	Fix missing includes after CL#4011858

Change 4012096 by Joe.Graf

	Disabled building AppleVision on Mac until there's a good solution for older Mac OSes

Change 4012294 by Jason.Bestimt

	#DEV-VR - Adding dependency on LuminRuntimeSettings to MagicLeap module.  Hopefully, this will fix the generated files not being found

Change 4012390 by Jason.Bestimt

	#DEV-VR - Misc fixes for static code analysis issues

	- Guards around GEngine usage
	- Fix from Rolando for uint32 -> uint64 + shifting warning
	- Redundant if checks

Change 4013426 by Jason.Bestimt

	#DEV-VR - Guarding RestoreBaseProfile so we don't crash on exit

	#JIRA: UE-57960

Change 4014661 by Ryan.Vance

	Initial support for omni-directional stereo captures.
	https://developers.google.com/vr/jump/rendering-ods-content.pdf

Change 4015561 by Jason.Bestimt

	#DEV-VR - Moving MLSDK out of thirdparty directory to fix static code analysis issue

Change 4016202 by Jason.Bestimt

	#DEV-VR - Integrated CL 2685 from Seal depot

	#JIRA: UEVR-1157

Change 4016448 by Jason.Bestimt

	#DEV-VR - Adding LuminRuntimeSettings as dependent modules for anything that references the MLSDK

Change 4016457 by Ryan.Vance

	#jira UE-58018

	Cleaning up compiler errors/warnings.

Change 4017246 by Jason.Bestimt

	#DEV-VR - Potential fix for UE-58043 where metal asserts that it should be in the render thread rather than either the render thread OR RHI Thread

	#JIRA: UE-58043

Change 4018571 by Joe.Graf

	Added a remapping of curve values in a range to the modify curve anim node

Change 4018991 by Joe.Graf

	Wrapped vertical plane detection in a if iOS 11.3 check since ARKit 1.5 is only availabe from 11.3 on

	#jira: UE-57999

Change 4019068 by Joe.Graf

	Changed how Apple Vision support is enabled in code

	#jira: UE-57552

Change 4019194 by Joe.Graf

	Added a console command to change where Face AR is publishing LiveLink curve data "LiveLinkFaceAR SendTo=192.168.1.1"

Change 4019648 by Keli.Hlodversson

	Work around build failures caused by missing virtual destructor warnings.

	Reverting back to Oculus' original method of implementing own RHICommand wrapper around TFunctions and TFunctionRefs (using overloaded inline functions and templates to reduce code duplication.)

Change 4019871 by Joe.Graf

	Changed the __IPHONE_11_3 to the raw numeric value

Change 4020121 by Keli.Hlodversson

	Fix parameter types to match header declarations.

Change 4020127 by Keli.Hlodversson

	Remove dllimport/export macros from cpp file.

Change 4020621 by Joe.Graf

	Wrapped the Apple ARKit plane geometry building in a #if IOS_11_3 check

Change 4020910 by Joe.Graf

	Refactored how ARKit support #define to make it easy to wrap individual features by ARKit version

Change 4020952 by Joe.Graf

	Added checks to make sure PLATFORM_IOS and PLATFORM_TVOS are defined to 0 on non-Apple platforms when checking for ARKit

Change 4021116 by Jason.Bestimt

	#DEV-VR - Integrating CL 4005915 from Dev-Core to remove plugin modules that aren't supported on target platform

Change 4021320 by Joe.Graf

	Fixed warnings resulting from unity builds hiding them

Change 4021738 by Chad.Garyet

	- adding lumin filters
	- changing defaults for platforms back to true, this was brought over erroneously.
	#jira none

	#ROBOMERGE: Dogma, Nightlies

Change 4021898 by Chad.Garyet

	added missing bits from the ue4main script
	#jira none

	#ROBOMERGE: Dogma, Nightlies

Change 4022583 by Joe.Graf

	Added functions for checking ARKit version availability at runtime

Change 4022610 by Joe.Graf

	Added checks for ARKit 1.0 availability when creating the AR session to prevent calling invalid selectors on older iOSes

Change 4022616 by Joe.Graf

	Added support for enabling the ARKit 1.5 autofocus setting

Change 4022650 by Joe.Graf

	Defaulted autofocus for AR to on

Change 4023026 by Joe.Graf

	Changed the ARKit video overlay to use the new availability api

Change 4023124 by Joe.Graf

	Switched another version check in the ARKit overlay code to use the faster version

Change 4023489 by Ethan.Geller

	[Dev-VR] #jira none fix AudioMixerModuleName for Lumin. #fyi nick.whiting, jason.bestimt

Change 4023995 by Nick.Atamas

	Properly deprecated the bitfield for plane detection mode.

	#jira UE-57842

Change 4024992 by Jason.Bestimt

	#DEV-VR - Adding SupportPlatforms to MagicLeapAnalytics plugin

Change 4025702 by Jason.Bestimt

	#DEV-VR - Fix for loading ML libraries even when the MLSDK is not present

	#JIRA: UE-58033

Change 4026639 by Mike.Beach

	Removing innocuous Oculus error that did not match up with the rest of the code - it is handled/acceptable when Frame_RenderThread has been reset.

	#jira UE-58001

Change 4026949 by Mike.Beach

	MR - Making a few fixes to the lens undistortion and how it interacts with the MRC component...
	  - Switching to a 16bit displacement map instead of a 32bit UV map (updating the materials accordingly)
	  - Using the OpenCV focal ratio to scale the aspect ratio to avoid stretching from the undistortion
	  - Adding CVar commands to enable/disable pieces of the undistortion
	  - Changing the default undistortion cropping to be uncropped
	  - Removing the need for the 'EnableMapping' material parameter

	#jira UE-55195

Change 4027147 by Jason.Bestimt

	#DEV-VR - Fix for UE-58043 (more call sites where it should be Render OR RHI thread)

	#JIRA: UE-58043

Change 4027301 by Mike.Beach

	Updating the MRCalibration project's ini so it doesn't error on packaging.

Change 4027469 by Mike.Beach

	MR Calibration - Setting StartInVR to true, so when we package the app, we don't have to manually enable it.

Change 4027957 by Mike.Beach

	As part of renaming the MR plugin, first renaming the root folder to be MixedRealityCaptureFramework.

	#jira UE-57782

Change 4029182 by Keli.Hlodversson

	Revert back to not enqueuing RHI tasks when RHI is not on a separate thread. Oculus code depends on being able to call ExecuteOnRHIThread from code potentially called from within other calls to ExecuteOnRHIThread.

	#jira UE-58079

Change 4029687 by Dragan.Jerosimovic

	Boy rig and pose asset mb files, maps and masks

Change 4030059 by Mike.Beach

	As part of renaming the MR plugin, renaming the inner module to be MixedRealityCaptureFramework.

	#jira UE-57782

Change 4030296 by Charles.Egenbacher

	#LUMIN Copying from Dev-Incoming-Staging to Dev-VR

Change 4030593 by Jason.Bestimt

	#DEV-VR - Merging olaf test maps to Dev-VR

Change 4031042 by Keli.Hlodversson

	Allow executing ExecuteOnRHIThread* on the RHI thread. Enables simplifying destructors that can either be invoked on the RHI or Render thread.
	#jira UE-58239

Change 4031046 by Keli.Hlodversson

	Use the new XRThreadUtils functions in the HMD module for executing tasks on the RHI thread
	#jira UE-58238

Change 4032593 by Mike.Beach

	As part of renaming the MR plugin, renaming the inner module to be MixedRealityCaptureCalibration.

	#jira UE-57782

Change 4033911 by Jason.Bestimt

	#DEV-VR - Fix to LuminToolChain to allow it use a custom strip executable (android instead of gcc)

Change 4034087 by Mike.Beach

	Renaming the MR plugin to be the 'MixedRealityCaptureFramework' plugin.

	#jira UE-57782

Change 4034253 by Joe.Graf

	Made the Apple Vision plugin use version checking consistent with ARKit

Change 4034543 by Joe.Graf

	Added availability checks for the Apple Image Utils plugin similar to ARKit

	#jira: UE-57541

Change 4034548 by Joe.Graf

	Fixed the implicit conversion in the head rotation curves from the face ar feed causing the values to be 0

Change 4034577 by Jason.Bestimt

	#DEV-VR - Removing MAC Custom Metal present (fixes Mac with -game rendering all black)

Change 4034605 by zak.parrish

	Checking in test case for head rotation tracking - minor temporary change to AnimBP #rb none

Change 4034686 by Jason.Bestimt

	#DEV-VR - Integrating (most of) CL 3980919 to disable instances of deprecation warnings caused by building for ios11

	#JIRA: UE-58046

Change 4034799 by Joe.Graf

	Added base types for detecting images in a AR session

Change 4034820 by Joe.Graf

	Added a friendly name to UARCandidateImage objects

Change 4035010 by Joe.Graf

	Added support for handling ARImageAnchor notifications from ARKit

Change 4035355 by Mike.Beach

	[WIP] MR - Renaming some classes to reflect the plugin's new name.

	#jira UE-57782

Change 4035464 by Joe.Graf

	Added orientation to the ARCandidateImage object to pass to the detection system

Change 4035524 by Mike.Beach

	[WIP] MR - More renaming of some classes to better match the plugin's new name.

	#jira UE-57782

Change 4035606 by Mike.Beach

	[WIP] MR - More renaming of some classes to better match the plugin's new name.

	#jira UE-57782

Change 4035918 by Mike.Beach

	[WIP] MR - Renaming the MrcFramework module's source files to better match the plugin's new name.

	#jira UE-57782

Change 4035976 by Mike.Beach

	[WIP] MR - Renaming some more files and classes to better match the MRC framework's new name.

	#jira UE-57782

Change 4036044 by Ryan.Vance

	#jira UEVR-377

	Adding support for ISR Translucency.

Change 4036069 by Ryan.Vance

	We can remove the last word PrimitiveVisibilityMap masking for ISR since the maps are always the same size between views.

Change 4036073 by Chance.Ivey

	Fixed select blocks on LuminSamplePawn and GesturesAndTotem map to reflect recent changes. Fixes #JIRA UE-58328 #rb none

Change 4036307 by Mike.Beach

	[WIP] MR - Renaming the MRC calibration files to better match the MRC framework's new name.

	#jira UE-57782

Change 4036314 by Mike.Beach

	[WIP] MR - Renaming some more calibration classes to better match the MRC framework's new name.

	#jira UE-57782

Change 4036319 by Charles.Egenbacher

	#LUMIN this is an out-of-date version of the lumin sample. Nuking.

Change 4036396 by Charles.Egenbacher

	#LUMIN Adding the up to date version of the LuminSample.

Change 4036485 by Sorin.Gradinaru

	UE-57773 Disable Thermals Message

	#4.20
	#iOS

	Add in the Remote Session App BP an Execute Console Command node immediately after Event Begin Play, disabling all on-screen messages, for all builds.

Change 4036695 by Jason.Bestimt

	#DEV-VR - Adding Lumin case to PrecompileTargetType check

Change 4037110 by Jason.Bestimt

	#DEV-VR - Extra deprecated macro guards around HarfBuzz includes

	#JIRA: UE-58046

Change 4037443 by Jason.Bestimt

	#DEV-VR - Merging CL 4028003 from Partners-Google

Change 4037490 by Jason.Bestimt

	#DEV-VR - Integrating CL 4028922 from Partners-Google (+ assignment guarding)

Change 4037691 by Jason.Bestimt

	#DEV-VR - Swapping order of comparrison operator to deal with const error

Change 4037892 by Joe.Graf

	Added UTexture2D to CGImage conversion in Apple Image Utils plugin

Change 4037894 by Joe.Graf

	Changed the name of a property to make it clearer as to what it is and to have fewer things named similar in the same system

Change 4037901 by Joe.Graf

	Added support for configuring which images you'd like detected during a AR session

Change 4037906 by Jason.Bestimt

	#DEV-VR - Fixing buckled logic for =operator (derp)

Change 4038293 by Mike.Beach

	[WIP] MR - Moving the calibration setup/level/content into its own project, and out of the MR plugin.

	#jira UE-57782

Change 4038403 by Joe.Graf

	Added the name from the candidate image when creating the Apple side representation

Change 4038488 by Mike.Beach

	[WIP] MR Calibration - Moving calibration specific files to the MRCalibration project, out of the plugin (followup to CL 4038293). This makes the MRCalibration project a code project now.

	#jira UE-57782

Change 4038776 by Chance.Ivey

	Updates to Fix for Gestures change. Affects #JIRA UE-58328, though other non-content issues may cause packaging to fail #rb none #fyi Nick.Whiting

Change 4038877 by Mike.Beach

	[WIP] MR - Renaming assets to better match the new plugin name.

	#jira UE-57782

Change 4039097 by Joe.Graf

	Fixed the public include path warnings in the Apple* plugins I added

Change 4039106 by Joe.Graf

	Worked around a bad compile time assert that blocked valid FString::Printf debug code

Change 4039209 by Jeff.Fisher

	Fixing one build script paths

Change 4039275 by Jeff.Fisher

	More include path fixes.

Change 4039415 by Joe.Graf

	Added support for remote session sending AR camera image data to be rendered on the host like we do for AR on device

Change 4039471 by Joe.Graf

	Added a file I missed when adding to the remote session plugin

Change 4039473 by Joe.Graf

	#ifdef-ed some code out until the linkage can be fixed

Change 4040249 by Mike.Beach

	[WIP] MR - Moving some more asset files that aren't needed for the MRC plugin

	#jira UE-57782

Change 4040365 by Mike.Beach

	Fixing a compiler issue in the MRCalibration project, since moving MRC files there (WITH_OPENCV is not defined for the project).

	#jira UE-57782

Change 4040455 by Mike.Beach

	Moving the few remaining methods that were calibration specific, sprinkled through the MRC plugin.

	#jira UE-57782

Change 4041404 by Mike.Beach

	Fixing an issue with BP async nodes - making it so their wrapped function can be renamed and redirected.

Change 4041406 by Mike.Beach

	MR - Splitting the Mrc video util library so that the BP functions needed for calibration aren't exposed to users.

	#jira UE-57782

Change 4042110 by Jason.Bestimt

	#DEV-VR - Stopping spew for ML eye tracking when not on platform

	#JIRA: UE-58365

Change 4042407 by Joe.Graf

	Disabled HEIF compression on Mac

	#jira: UE-58479

Change 4042727 by Jason.Bestimt

	#DEV-VR - Fix for Android compiling without version 24

Change 4042861 by Olaf.Piesche

	#jira UE-57784

Change 4043105 by Mike.Beach

	Exposing a way for programmers to strip save game headers from save data, and get to the tagged object serialization portion.

	#jira UE-58389

Change 4043120 by Mike.Beach

	MR - Loading the base save data, even if we're unable to fully construct the original save object class.

	#jira UE-58389

Change 4043401 by Mike.Beach

	New Oculus poke-a-hole material, in support on SI 1.25. Checking in to alleviate QA contention for testing the rest of SI 1.25.

	#jira UEVR-1143

Change 4043424 by Mike.Beach

	Oculus SI 1.24/1.25 - Engine rendering changes

	#jira UEVR-1143

Change 4043495 by Mike.Beach

	CIS fix - Missing files needed for the Oculus SI 1.24/25 Vulkan changes.

	#jira UEVR-1143

Change 4043642 by Zak.Parrish

	Changes to FaceARSample: added in support for JoeG's smoothing algorithm, also refactored calibration to use the new Modify Curves node. Added some more comments to the AnimBp to make it easier to read. #rb none

Change 4045638 by Zak.Parrish

	Some minor updates to FaceARSample content. Mostly refactoring for new ModifyCurve stuff.

Change 4046003 by Jason.Bestimt

	#DEV-VR - Fix for bEnableAlphaChannelInPostProcessing reading in as false for LuminSample

	bEnableAlphaChannelInPostProcessing translates to r.PostProcessing.PropagateAlpha in ini files

	#JIRA: UE-58523

Change 4046548 by Jules.Blok

	Fix SetInstancedEyeIndex() ignoring the left eye.

	#jira UE-54044

Change 4046859 by zak.parrish

	Checking in the new rig from 3Lateral - this prevents the eyelashes from separating

Change 4047060 by Nick.Whiting

	Wrapping -norhithread in PLATFORM_LUMIN to prevent the ML plugin from always disabling RHI threading.

	#jira UEVR-1192

Change 4047667 by Mike.Beach

	CIS fix - removing uneeded line from bad merge.

Change 4047673 by Mike.Beach

	More CIS fixes for fallout from recent rendering merge.

Change 4048227 by Rolando.Caloca

	VR - vk - Some Vulkan merge conflicts resolved

Change 4048421 by Jason.Bestimt

	#DEV-VR - Converting OwnerName to EventName in UpdateSceneCaptureContent_RenderThread call

Change 4048423 by Jason.Bestimt

	#DEV-VR - Fixing mediandk version check

Change 4048452 by Rolando.Caloca

	VR - Merge fix

Change 4048530 by Rolando.Caloca

	VR - Merge fix

Change 4048607 by Jason.Bestimt

	#DEV-VR - Probable repair of Mr Mesh post merge

Change 4048794 by Rolando.Caloca

	VK - Fix mobile from merge

Change 4048972 by Jeff.Fisher

	Fixing MeshReconstructor merge problems.

Change 4049969 by Ryan.Vance

	Fixing missing shader assert.

Change 4050831 by Ryan.Vance

	Merge clean up. This is still needed to build w/ vulkan on Lumin.

Change 4050854 by Ryan.Vance

	Merge clean up.
	We need GetAllocationHandle for the ML Vulkan custom present sRGB workaround.

Change 4051495 by Jason.Bestimt

	#DEV-VR - Adding Android, Quail, Linux vulkan include clauses

Change 4052528 by Zak.Parrish

	Changing defaultEngine.ini for the higher res version of Gremlin

Change 4052880 by Ryan.Vance

	Merge clean up.
	Now with more Lumin

	#jira UE-58645

Change 4052991 by zak.parrish

	Update to FaceTrackingMap2 for proper camera positioning

Change 4053139 by Nick.Whiting

	Fixing Lumin Vulkan platform header

Change 4053352 by Mike.Beach

	On PC (in editor), not enabling ML stereo by default. Waiting for it to be enable by the EnableStereo() call (like we do for Oculus/SteamVR).

	#jira UE-57991

Change 4053644 by Nick.Whiting

	Fix for build break by wrapping bStereoDesired in !PLATFORM_LUMIN

Change 4054329 by Jason.Bestimt

	#DEV-VR - Resave of GoogleARCorePassthroughCameraMaterial.uasset

	#JIRA: UE-58689

Change 4054785 by Mike.Beach

	Fixing a MRCalibration BP compilation error from the latest merge - was using a deprecated variable which was no longer exposed to BPs.

Change 4055466 by Jules.Blok

	Suppress SteamVR submission errors after they've been logged once.

Change 4055500 by Jason.Bestimt

	#DEV-VR - MrMeshComponent fix for unsupported pixel format

	#JIRA: UE-58759

Change 4055761 by Ryan.Vance

	#jira UE-58729

	There's a single frame where the TLV textures are not initialized when using FCanvasTileRendererItem on startup.

Change 4056008 by Mike.Beach

	Fixing bad merge from Main.

Change 4056616 by Nick.Whiting

	Changing UBT configs to use Lumin-specific config files

	#jira UE-58760

Change 4056969 by Keli.Hlodversson

	MRCalibration: Set r.SceneRenderTargetResizeMethod to "Grow" to avoid cycling the scene render target size on every frame causing a flicker

	#jira  UE-58191


Change 4057356 by Jason.Bestimt

	#DEV-VR - Guard around JNI function for Lumin

Change 4059353 by Nick.Whiting

	Fix for shadow variable warnings on Linux

	#jira UE-58843

Change 4060158 by Rolando.Caloca

	DVR - vk - Temporarily add backbuffer delay/extra copy blit on android

	#jira UE-58859

Change 4060432 by Mike.Beach

	Fix for shadow variable warnings on Linux

	#jira UE-58843

Change 4060520 by Rolando.Caloca

	VR - Proper fix for r.Vulkan.DelayAcquireBackBuffer=0
	- Restore Android to not delay

	#jira UE-58859

Change 4060587 by Nick.Whiting

	Fix for minimum iOS version being set to iOS 8 on MRCalibration, which was causing CIS warnings

	#jira UE-58762

Change 4061277 by Jeff.Fisher

	UE-58861 //UE4/Dev-VR - Compile UE4Game Lumin - ERROR: MLSDK is not specified; cannot use Lumin toolchain.
	-Overriding HasAnySDK to setup the MLSDK.

Change 4061308 by Jason.Bestimt

	#DEV-VR - Work around of UE-58864 crashing when mousing over project launcher with only a Lumin device plugged in

	#JIRA: UE-58864

Change 4062111 by Ryan.Vance

	#jira UE-58875

	Fixing audio compilation failure.

Change 4064091 by Jason.Bestimt

	#DEV-VR - Disabling ML Plugin with the editor when bIsVDZIEnabled is off

	#JIRA: UE-58954

Change 4064554 by Jason.Bestimt

	#DEV-VR - Removing ML haptic tests when not on the platform

	#JIRA: UE-58966

Change 4064755 by Jeff.Fisher

	UE-58970 Dev-VR - Incremental UE4Editor Linux - Referenced directory 'D:\Build\AutoSDK\HostWin64\Lumin\0.12\lib\linux64' does not exist.
	-Removed linux from magicleap plugin whitelists, we have no sdk for linux.
	#review-4064614

	#jira UE-58970

[CL 4064889 by Mike Beach in Main branch]
2018-05-10 14:17:01 -04:00
Marcus Wassmer
25eed01c13 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3774677 by Arne.Schober

	DR - Deprecated SetLocal from the RHICmdlist
	Fixed some unnecessary PSO collisions.

Change 3809579 by Chris.Bunner

	Back out changelist 3774677.

	#jira UE-53483

Change 3810363 by Mark.Satterthwaite

	More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible.

	This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere.

Change 3810407 by Marcus.Wassmer

	PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster)

Change 3810676 by Guillaume.Abadie

	Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size.

Change 3810696 by Guillaume.Abadie

	Adds support for #include "../MyFile.ush" in the shader compiler.

Change 3810698 by Guillaume.Abadie

	Implements enum class based shader permutation dimension.

Change 3810699 by Guillaume.Abadie

	Implements Diaphragm DOF ground work.

Change 3811536 by Guillaume.Abadie

	Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF.

Change 3811958 by Mark.Satterthwaite

	More fixes for mtlpp.

Change 3811964 by Mark.Satterthwaite

	Only views onto a mtlpp::Buffer should return a valid parent-buffer.

Change 3812604 by Guillaume.Abadie

	Changes Diaphragm DOF's source file layout.

Change 3812827 by Mark.Satterthwaite

	More missing/broken functionality in mtlpp fixed and fixed obvious leaks.

Change 3812920 by Guillaume.Abadie

	Adds support for per mip level UAV in FSceneRenderTarget.

Change 3812926 by Mark.Satterthwaite

	Change the way we handle mtlpp resource construction to avoid leaks.

Change 3812960 by Rolando.Caloca

	DR - vk - Disable DFGI

Change 3812968 by Rolando.Caloca

	DR - Linker fix

Change 3813318 by Mark.Satterthwaite

	Fix linear texture allocation from a buffer sub-view.

Change 3813326 by Mark.Satterthwaite

	Fix another Metal mtlpp sub-buffer allocation failure.

Change 3813328 by Guillaume.Abadie

	Removes global samplers in TAA for GL4, Vulkan and Switch.

Change 3813937 by Rolando.Caloca

	DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on

Change 3813947 by Rolando.Caloca

	DR - noshaderworker should override r.XGEShaderCompile

Change 3817017 by Uriel.Doyon

	Fixed texture editor black screen
	#jira UE-53653

Change 3818568 by Rolando.Caloca

	DR - Fix log when shader jobs crash
	- Move log10 to common
	- Added COMPILER_VULKAN define

Change 3818603 by Uriel.Doyon

	Fix to static analysis warning

Change 3818623 by Rolando.Caloca

	DR - Workaround hlslcc loop unrolling bug

Change 3819070 by Uriel.Doyon

	Fix to stat duplication.

Change 3819105 by Uriel.Doyon

	Refactored volume sample shader to avoid using texture dimension.

Change 3819136 by Rolando.Caloca

	DR - vk - Per platform files (empty)

Change 3819180 by Rolando.Caloca

	DR - vk - Move defines out of config into per platform

Change 3819247 by Rolando.Caloca

	DR - vk - Remove more defines into platform settings

Change 3819318 by Rolando.Caloca

	DR - vk - Fixes for linking

Change 3819868 by Rolando.Caloca

	DR - vk - Linux & Android fixes

Change 3819873 by Guillaume.Abadie

	Adds support for PermutationId on r.DumpShaderDebugInfo=1

Change 3819940 by Rolando.Caloca

	DR - vk - Fix Linux issues

Change 3819956 by Rolando.Caloca

	DR - vk - Invalid check

Change 3819961 by Michael.Lentine

	Hide attributes when plugin is not present

Change 3819980 by Rolando.Caloca

	DR - vk - Standard validation always

Change 3820039 by Rolando.Caloca

	DR - vk - Fix invalid ensure

Change 3820326 by Rolando.Caloca

	DR - vk - Linux compile fix

Change 3820422 by Michael.Lentine

	Add back GBufferAO.

Change 3820433 by Rolando.Caloca

	DR - Fix D3D12 crash on 20 thread (10x2 cores) machines

Change 3821677 by Rolando.Caloca

	DR - vk - Win32 compile fix

Change 3821961 by Rolando.Caloca

	DR - Vulkan uses real UB by default on non-Android

Change 3821968 by Rolando.Caloca

	DR - vk - Update glslang 1.0.65.1

Change 3821969 by Uriel.Doyon

	Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME.

Change 3821983 by Rolando.Caloca

	DR - vk - Change to static array (0.1ms on 10k draw calls)

Change 3824141 by Rolando.Caloca

	DR - vk - Fix static analysis
	- Bumped up some (c) 2017->2018

Change 3824355 by Rolando.Caloca

	DR - vk - Accessor to find out if a cmd buffer has been submitted

Change 3824420 by Rolando.Caloca

	DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs

Change 3824463 by Rolando.Caloca

	DR - Removed dummy ensure for D3D12

Change 3824609 by Rolando.Caloca

	DR - vk - Linux compile fix

Change 3826074 by Mark.Satterthwaite

	Start IMP-caching the various descriptor types in mtlpp.

Change 3826098 by Rolando.Caloca

	DR - vk - Dump layer compile fixes

Change 3826113 by Rolando.Caloca

	DR - vk - Missing dump functions

Change 3826302 by Rolando.Caloca

	DR - vk - Compile fix
	- Change dump handles to %p

Change 3826635 by Mark.Satterthwaite

	Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler.

Change 3827072 by Mark.Satterthwaite

	Switch some more mtlpp descriptors over to IMPTables from objc_msgSend.

Change 3827909 by Guillaume.Abadie

	Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass.

Change 3827952 by Guillaume.Abadie

	Updates copy right to year 2018 on diaphragm DOF's new files.

Change 3828055 by Rolando.Caloca

	DR - vk - Rename in prep for changes

Change 3828229 by Guillaume.Abadie

	Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map.

Change 3828427 by Guillaume.Abadie

	Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation.

Change 3829979 by Guillaume.Abadie

	Fixes a color NaN source in diaphragm DOF's TAA pass.

Change 3830116 by Rolando.Caloca

	DR - vk - Fix GPU queries/frame time on old system
	- New system in place, disabled temporarily

Change 3830169 by Rolando.Caloca

	DR - vk - Fix async pso creation crash

Change 3830193 by Rolando.Caloca

	DR - vk - CPU RHI thread improvement

Change 3830291 by Guillaume.Abadie

	Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller.

Change 3830300 by Rolando.Caloca

	DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h

Change 3830589 by Mark.Satterthwaite

	In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change.

Change 3830793 by Mark.Satterthwaite

	Fix a small number of bugs introduced with the mtlpp descriptor and table caching.

Change 3831491 by Jian.Ru

	Fix driver version unknown
	#jira UE-53688

Change 3832335 by Rolando.Caloca

	DR - vk - Change include

Change 3832550 by Rolando.Caloca

	DR - vk - Occlusion query rewrite WIP

Change 3832589 by Rolando.Caloca

	DR - vk - Minor refactor to pools in prep for timestamps

Change 3832618 by Rolando.Caloca

	DR - vk - Do not block timestamp queries

Change 3832636 by Rolando.Caloca

	DR - vk - Fix old timestamp queries

Change 3833138 by Rolando.Caloca

	DR - vk - Fix timestamp queries

Change 3833249 by Rolando.Caloca

	DR - vk - Test lock

Change 3833667 by Rolando.Caloca

	DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled)

Change 3833907 by Daniel.Wright

	Fixed NextStartOffset UAV index out of bounds

Change 3833918 by Daniel.Wright

	D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox.  The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.

Change 3834852 by Rolando.Caloca

	DR - vk - Missing file

Change 3834858 by Guillaume.Abadie

	Implements r.DOF.MinimalFullresBlurringRadius

Change 3834979 by Rolando.Caloca

	DR - vk - Fix

Change 3836117 by Rolando.Caloca

	DR - vk - Update to 1.0.65.1

Change 3836122 by Rolando.Caloca

	DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer
	- Added new error codes/messages

Change 3836421 by Mark.Satterthwaite

	For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C.

Change 3836896 by Uriel.Doyon

	Fixed concurrency and exit issues  around d3d12 pipeline states on windows.

Change 3837385 by Rolando.Caloca

	DR - vk - Dump memory on OOM

Change 3837427 by Rolando.Caloca

	DR - vk - Change some arrays to array views

Change 3837800 by Guillaume.Abadie

	Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0.

Change 3838128 by Rolando.Caloca

	DR - vk - Support for non-cached memory types

Change 3838540 by Guillaume.Abadie

	Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability.

Change 3838731 by Rolando.Caloca

	DR - vk - Descriptor pools per command buffer pool (turned off)

Change 3838961 by Rolando.Caloca

	DR - vk - Use ring buffer for per frame uniform buffers
	- Enable descriptor pools per layout recycled per command buffer

Change 3839087 by Rolando.Caloca

	DR - vk - Compile fixes for Android

Change 3839106 by Marcus.Wassmer

	PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema)


Change 3839252 by Mark.Satterthwaite

	Fix mtlpp::Resource move operators.

Change 3839426 by Marcus.Wassmer

	Duplicate 380972
	Make PC GPU Benchmarks more reliable

Change 3840041 by Guillaume.Abadie

	Fixes shader compilation failure in TAA with alpha channel through post processing support.

Change 3840257 by Chris.Bunner

	Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket.

Change 3840308 by Rolando.Caloca

	DR - vk - Support for UB & non-UB on emulation mode

Change 3840586 by Rolando.Caloca

	DR - Copy 3840577
	Fix for CPUs with more than 16 cores

Change 3840671 by Rolando.Caloca

	DR - vk - Copy from 3840663
	Fix for layout ensure on HMD projects on Vulkan

Change 3840980 by Rolando.Caloca

	DR - vk - Android compile fixes

Change 3841989 by Guillaume.Abadie

	Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time.

Change 3842216 by Guillaume.Abadie

	Fixes DDOF's foreground alpha channel.

Change 3842217 by Guillaume.Abadie

	Implements r.DOF.MaximalForegroundBlurringRadius

Change 3842353 by Guillaume.Abadie

	Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0

Change 3842747 by Rolando.Caloca

	DR - vk - Missing use of GPoolSizeVRAMPercentage
	- Support for smaller allocations if page size is not available

Change 3842791 by Rolando.Caloca

	DR - vk - Use 95% of available GPU memory to handle some fragmentation

Change 3843690 by Guillaume.Abadie

	Fixes diaphragm DOF's foreground after all this refactoring.

Change 3844439 by Guillaume.Abadie

	Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation.

Change 3844946 by Mark.Satterthwaite

	rd_route v1.1.1 with attached TPS approval.

	For macOS function interposition which is useful for debugging and the occasional workaround.

Change 3845164 by Mark.Satterthwaite

	Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate.

	We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem.

Change 3845849 by Marcus.Wassmer

	Fix clang and some normal refactor errors

Change 3846026 by Rolando.Caloca

	DR - vk - Descriptor set allocation scheme rewrite
	- Type hash for each pool
	- Desc sets Pool on device

Change 3846169 by Rolando.Caloca

	DR - vk - Remove old code for non-layout descriptor set pools

Change 3846205 by Mark.Satterthwaite

	Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha.

Change 3846346 by Arne.Schober

	DR - Missing Vector instructions

Change 3847037 by Arne.Schober

	DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer.
	Fixed MorphTarget Skincache Offset mixxup

Change 3847275 by Marcus.Wassmer

	Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering)

Change 3847464 by Rolando.Caloca

	DR - vk - Fix static analysis warning

Change 3847707 by Michael.Lentine

	Only use MorphTargetOffset when the shader enables morph targets.

Change 3848533 by Richard.Wallis

	Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs.  SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader.

	#jira UE-51716

Change 3848625 by Richard.Wallis

	Compile Fix

Change 3848725 by Rolando.Caloca

	DR - Remove use of Build/SetLocalGraphicsPipelineState

Change 3848797 by Rolando.Caloca

	DR - Deprecate Build/SetLocalGraphicsPipelineState

Change 3849237 by Arne.Schober

	DR - AddCustom Ver for ModelVertex Serialization

Change 3851247 by Rolando.Caloca

	DR - vk - Util functions

Change 3851523 by Arne.Schober

	DR - Update Reflection Comparission shot from the BuildFarm.

Change 3851859 by Rolando.Caloca

	DR - vk - Skip loader

Change 3851889 by Krzysztof.Narkowicz

	Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case.

	#jira UE-51512

Change 3852181 by Rolando.Caloca

	DR - vk - Linux compile fix

Change 3852547 by Uriel.Doyon

	Fixed Pre-Exposure shader compilation and Temporal AA issue.

	#jira UE-54276

Change 3852637 by Arne.Schober

	DR - Fixing Normal Automated Test Result

Change 3853167 by Richard.Wallis

	AvfPlayer - support for streaming media.  Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid  the memory corruption.

	#jira UE-35637

Change 3853447 by Chris.Bunner

	Fixing typos.

Change 3853645 by Krzysztof.Narkowicz

	Fixed light functions on subsurface materials
	Removed strange code from blending between static and dynamic shadows

	#jira UE-50275

Change 3853660 by Rolando.Caloca

	DR - Fix OpenGL overwriting texture samplers on forward renderer

Change 3853945 by Mark.Satterthwaite

	Duplicate #3831616

	Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error.

	#jira UE-53720

Change 3853966 by Mark.Satterthwaite

	Duplicate #3835852

	Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
	- The control points idnex buffer shouldn't collide with anything else.
	- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.

	#jira UE-53851

Change 3854250 by Uriel.Doyon

	Fix fbx automation tests

Change 3854736 by Uriel.Doyon

	Added a tooltip to the EV100 slider in the exposure menu.
	Using game settings now disables the slider.
	#jira UE-53945

Change 3855047 by Jian.Ru

	Fix DFAO getting NANs when samples out of ViewRect
	#jira UE-54403

Change 3858197 by Krzysztof.Narkowicz

	View frustum shadow caster culling for pointlights/spotlights

	#jira UE-54381

Change 3860081 by Krzysztof.Narkowicz

	Tighter bounding sphere for a spotlight
	Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights
	Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds

	#jira UE-54258

Change 3860324 by Mark.Satterthwaite

	Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings.

Change 3860945 by Arne.Schober

	DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.

	#jira UE-54587

Change 3861129 by Jian.Ru

	Prevent distance culled objects from casting distance field direct shadows
	#jira UE-54533

Change 3861502 by Jian.Ru

	Exclude distance culled objects from DFAO calculation
	#jira UE-54533

Change 3862243 by Krzysztof.Narkowicz

	Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box

Change 3863476 by Krzysztof.Narkowicz

	Added BuildReflections option to ResavePackages commandlet

	#jira UE-54581

Change 3863717 by Rolando.Caloca

	DR - vk - Missed using pipeline cache on compute PSOs

Change 3865332 by Arne.Schober

	DR - Fix UE-52356 Bone Weight

Change 3866220 by Rolando.Caloca

	DR - vk - Fixed GetNativeResource missing on textures
	- Added support for -preferNvidia|AMD|Intel
	- Added VulkanRHIBridge.h
	- Minor fixes

Change 3866222 by Rolando.Caloca

	DR - vk - Missed file

Change 3866951 by Krzysztof.Narkowicz

	Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.

	#jira UE-53640

Change 3867231 by Guillaume.Abadie

	Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry.

Change 3867233 by Guillaume.Abadie

	Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2

Change 3867594 by Daniel.Wright

	Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup
	Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow
	Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors

Change 3870048 by Daniel.Wright

	Cleaned up formatting in TranslucentRendering from merges

Change 3870106 by Krzysztof.Narkowicz

	Fixed some FArchive Tell()/Seek() 64bit->32bit truncations

Change 3870211 by Rolando.Caloca

	DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line

Change 3870225 by Rolando.Caloca

	DR - vk - Some platforms do not use a standard swapchain

Change 3870267 by Arne.Schober

	DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
	Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary

Change 3870647 by Daniel.Wright

	Moved FogRendering.h to Renderer

Change 3872130 by Krzysztof.Narkowicz

	Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI

	Merging GitHub Pull request #4459
	"When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials."

	#jira UE-54616

Change 3872145 by Rolando.Caloca

	DR - vk - Optional SupportsMarkersWithoutExtension

Change 3872404 by Uriel.Doyon

	Added some guards when streaming virtual textures.
	Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice.
	Fixed bad mipmap generation with UCanvasRenderTarget2D.

Change 3872507 by Arne.Schober

	Back out changelist 3870267

Change 3874176 by Ben.Marsh

	IncludeTool: Add an flag to prevent scanning source files for exported symbols.

Change 3874935 by Krzysztof.Narkowicz

	Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized.
	#jira UE-54656

Change 3875710 by Daniel.Wright

	Renamed uniform buffer member macros to be much shorter for readability

Change 3876665 by Guillaume.Abadie

	Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones.

Change 3876666 by Guillaume.Abadie

	Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity.

Change 3876677 by Guillaume.Abadie

	Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass.

Change 3876680 by Guillaume.Abadie

	Cherry-pick 3872357: Oups... fixes build...

Change 3876683 by Guillaume.Abadie

	Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass.

Change 3876687 by Guillaume.Abadie

	Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering.

Change 3876690 by Guillaume.Abadie

	Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance.

Change 3876694 by Guillaume.Abadie

	Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation.

Change 3876695 by Guillaume.Abadie

	Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event.

Change 3876783 by Rolando.Caloca

	DR - Static analysis fix

Change 3876845 by Guillaume.Abadie

	Implements USceneCaptureComponent::ProfilingEventName

Change 3877197 by Rolando.Caloca

	DR - vk - OQ fixes (disabled)

Change 3877428 by Krzysztof.Narkowicz

	Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426):
	-The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls
	-Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature.
	-Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables)
	-The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library.
	-Letterboxing is now removed during multi-part capture, d'oh.
	-Tiled shots are taken at full resolution even if ScreenPercentage < 100
	-SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts
	-Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots.
	#jira UE-54244
	#4426

Change 3879086 by Krzysztof.Narkowicz

	Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world

Change 3879090 by Guillaume.Abadie

	Fixes tones of regressions on diaphragm DOF's recombine passes.

Change 3879198 by Rolando.Caloca

	DR - vk - Support for real uniform buffers on Android platforms

Change 3879993 by Krzysztof.Narkowicz

	-Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData
	-Fixed FSerializationHistory bug, when trying to serialize 0 bytes
	#jira UE-43203

Change 3881462 by Guillaume.Abadie

	Implements full res DOF's setup pass for cheaper full res gathering in recombine pass.

Change 3881524 by Krzysztof.Narkowicz

	Fixed compilation by removing FTickableEditorObject from FPreviewScene

Change 3881724 by Chris.Bunner

	Static analysis fix.

	#jira UE-54762

Change 3881861 by Rolando.Caloca

	DR - vk - Fix layout warning when generating mip chain

Change 3881864 by Rolando.Caloca

	DR - Use render passes on HZB

Change 3882236 by Yuriy.ODonnell

	IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting.

	#jira UE-42534
	#github 3326

Change 3882325 by Guillaume.Abadie

	Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability.

Change 3882340 by Rolando.Caloca

	DR - vk - Fix api dump

Change 3882430 by Rolando.Caloca

	DR - vk - KHR_maintenance2

Change 3882563 by Rolando.Caloca

	DR - Add depth-stencil access mode to PSO initializer

Change 3882929 by Rolando.Caloca

	DR - vk - Proper fix for maintenance extension macros

Change 3883087 by Mark.Satterthwaite

	Allow disabling VSync in windowed mode for macOS 10.13.4+ and above.

Change 3883597 by Guillaume.Abadie

	Collapses full and half res DOF setup passes together.

Change 3883702 by Guillaume.Abadie

	Fixes mac's build.

Change 3884747 by Uriel.Doyon

	Fix for static analysis warning

Change 3884975 by Rolando.Caloca

	DR - vk - Move some platform defines to platform properties

Change 3884988 by Rolando.Caloca

	DR - vk - Make an override per platform

Change 3885832 by Rolando.Caloca

	DR - vk - Cosmetic change to group similar members

Change 3885891 by Rolando.Caloca

	DR - vk - Some _RenderThread functions to avoid stalls

Change 3886044 by Rolando.Caloca

	DR - Added RHI api _RenderThread version of
	RHICreateTextureReference
	RHICreateShaderLibrary
	RHICreateRenderQuery

Change 3886560 by Guillaume.Abadie

	Fixes strong aliasing on TAAU's fast shader permutation.

	This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.

Change 3886749 by Guillaume.Abadie

	Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation.

	Only used in hybrid scattering for now.

Change 3886750 by Guillaume.Abadie

	Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh.

Change 3886752 by Rolando.Caloca

	DR - Fix metal static analysis

Change 3887460 by Uriel.Doyon

	Fixed to more static analysis warning.

Change 3888201 by Rolando.Caloca

	DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass
	- Fixed bad layout on rendering back buffer

Change 3888209 by Rolando.Caloca

	DR - vk - Unity compile fix

Change 3888254 by Rolando.Caloca

	DR - vk - Fix async texture layout

Change 3888893 by Guillaume.Abadie

	Simulates bokeh in DOF's slight out of focus.

Change 3889085 by Guillaume.Abadie

	Fixes DOF's reduce pass sampling outside viewport.

Change 3889924 by Rolando.Caloca

	DR - vk - Skip seemingly bad validation error

Change 3890573 by Daniel.Wright

	Only initialize FDiaphragmDOFGlobalResource in Feature Level 5

Change 3890590 by Arne.Schober

	DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.

	#jira UE-55063

Change 3890638 by Arne.Schober

	DR - Better fix for Paper2d which honors batching

	#jira UE-55063

Change 3891099 by Krzysztof.Narkowicz

	1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request
	#jira UE-54985
	#4485

Change 3891234 by Krzysztof.Narkowicz

	Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request
	#jira UE-55121

Change 3891407 by Rolando.Caloca

	DR - vk - Set vendor id earlier

Change 3891417 by Rolando.Caloca

	DR - vk - Missing layout transitions

Change 3891718 by Arne.Schober

	DR - Do not recreate one Frame Resource for dynamic draws

	#jira UE-55063

Change 3891925 by Yuriy.ODonnell

	Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.

	NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.

	The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.

	The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.

	Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).

	#jira UE-53065

Change 3891987 by Rolando.Caloca

	DR - vk - Support for dedicated allocations

Change 3892339 by Jian.Ru

	Fix a crash when tessellation shaders are used in dx12
	#jira UE-55127

Change 3892528 by Rolando.Caloca

	DR - vk - Update Linux headers

Change 3892867 by Rolando.Caloca

	DR - vk - Don't create swapchain if not needed

Change 3893416 by Guillaume.Abadie

	Implements bokeh simmulation on foreground and background gather.

Change 3893732 by Chris.Bunner

	GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset.

	#jira UE-53404

Change 3893868 by Guillaume.Abadie

	Allocates diaphragm DOF's buffers and structered buffer only on supported platforms.

Change 3893917 by Chris.Bunner

	Potential fix for CIS.

Change 3893933 by Chris.Bunner

	Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now.

Change 3894218 by Rolando.Caloca

	DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator

Change 3894579 by Arne.Schober

	RT - Fix assert not in RenderingThread from Triangle Renderer.
	#jira UE-55247

Change 3894724 by Rolando.Caloca

	DR - vk - New API for batching barriers

Change 3894909 by Arne.Schober

	DR - Fix crash in Speedtree wind where Renderdata is unavailable
	#jira UE-54544

Change 3895414 by Rolando.Caloca

	DR - Add a configurable threshold for SCWs time outs

Change 3896429 by Marcus.Wassmer

	Allow variable frame-latency delay in FrameGrabber frames.  For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU.

Change 3896495 by Marcus.Wassmer

	Set pointer properly
	Fix CIS

Change 3897253 by Guillaume.Abadie

	Fixes CIS warning in diaphragm DOF

Change 3899179 by Guillaume.Abadie

	Implements background hybrid scatter occlusion for diaphragm DOF.

Change 3903654 by Rolando.Caloca

	DR - vk - Rework dump layer to allow other layers

Change 3903766 by Rolando.Caloca

	DR - vk - More wrappers

Change 3904025 by Rolando.Caloca

	DR - vk - More wrappers

Change 3904342 by Rolando.Caloca

	DR - vk - Track image resources & callstacks

Change 3904346 by Rolando.Caloca

	DR - vk - Copy fix from 4.19 for flickering grass

Change 3904510 by Rolando.Caloca

	DR - vk - Compile fix

Change 3904914 by Daniel.Wright

	[Integrate] Fixed PS4 transitions with forward shading

Change 3904916 by Daniel.Wright

	[Integrate] Fixed PS4 transitions with occlusion queries

Change 3905975 by Rolando.Caloca

	DR - vk - Missing wrappers

Change 3905977 by Rolando.Caloca

	DR - vk - Missed file

Change 3907829 by Rolando.Caloca

	DR - Move depth bounds to the PSO

Change 3907832 by Rolando.Caloca

	DR - vk - Prep for delaying transitions

Change 3907834 by Rolando.Caloca

	DR - vk - Fix for depth stencil issues/validation errors

Change 3907967 by Rolando.Caloca

	DR - vk - Linux compile

Change 3908093 by Rolando.Caloca

	DR - vk - Fix depthstencil layout on descriptors

Change 3908393 by Rolando.Caloca

	DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series

Change 3908401 by Rolando.Caloca

	DR - Do transitions outside render pass

Change 3908422 by Rolando.Caloca

	DR - vk - Fix transition state not getting stored

Change 3908735 by Guillaume.Abadie

	Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV.

	#jira UE-55317

Change 3908736 by Guillaume.Abadie

	Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU.

	#jira UE-55019

Change 3908753 by Guillaume.Abadie

	Lets the renderer layout the views in the internal render targets like it prefers.

Change 3909119 by Daniel.Wright

	Fix some static analysis warnings

Change 3911943 by Rolando.Caloca

	DR - vk - Fix for packaging Vulkan projects

Change 3912145 by Rolando.Caloca

	DR - vk - Fix layout on streaming textures

Change 3913029 by Rolando.Caloca

	DR - Fix missing transition

Change 3913048 by Rolando.Caloca

	DR - Fix for hlslcc

Change 3913054 by Rolando.Caloca

	DR - vk - Fix number of layers on barrier

Change 3913171 by Rolando.Caloca

	DR - vk - Fix for decal missing transition

Change 3913211 by Rolando.Caloca

	DR - vk - Add debug name to image tracking

Change 3913449 by Rolando.Caloca

	DR - vk - Restore transition

Change 3913466 by Rolando.Caloca

	DR - Fix Vulkan EngineTest

Change 3913537 by Rolando.Caloca

	DR - vk - Fixes independent samplers & textures (contributed by AMD)

Change 3913548 by Rolando.Caloca

	DR - vk - Warning fix

Change 3913691 by Rolando.Caloca

	DR - vk - Fixes for parallel (wip)

Change 3914656 by Rolando.Caloca

	DR - vk - Fix bug when using separate samplerstates and textures

Change 3914730 by Rolando.Caloca

	DR - vk - Bump version

Change 3914764 by Rolando.Caloca

	DR - vk - Don't crash on exit

Change 3915532 by Rolando.Caloca

	DR - vk - Parallel context fixes

Change 3915589 by Rolando.Caloca

	DR - vk - Hoist and rename transition and layout manager class out of the context

Change 3915592 by Rolando.Caloca

	DR - Fix gpu marker name

Change 3917607 by Rolando.Caloca

	DR - vk - Fix depth bounds on Vulkan

Change 3917609 by Rolando.Caloca

	DR - vk - Fix static analysis

Change 3917616 by Rolando.Caloca

	DR - Fix D3D11 initialization

Change 3920569 by Rolando.Caloca

	DR - vk - Prep for layout mgr refactor

Change 3921023 by Rolando.Caloca

	DR - vk - Dump layer fixes

Change 3921623 by Rolando.Caloca

	DR - vk - Prep refactor for layouts
	- Dump now shows marker tree

Change 3922007 by Rolando.Caloca

	DR - vk - Fix extra allocation per draw call

Change 3922442 by Rolando.Caloca

	DR - vk - Detect potential issues

Change 3922470 by Rolando.Caloca

	DR - vk - Minor optimization

Change 3922482 by Rolando.Caloca

	DR - vk - More minor optimizations

Change 3923158 by Rolando.Caloca

	DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan

Change 3923486 by Rolando.Caloca

	DR - vk - Minor cpu optimizations

Change 3923505 by Rolando.Caloca

	DR - vk - Use bigger allocations for uniform buffers

Change 3923516 by Rolando.Caloca

	DR - vk - Android compile fix

Change 3923557 by Rolando.Caloca

	DR - vk - Cache descriptorset layouts, refactor duplicated code

Change 3923851 by Rolando.Caloca

	DR - vk - Linux compile fix

Change 3924153 by Rolando.Caloca

	DR - vk - Support for dynamic UBs

Change 3924193 by Rolando.Caloca

	DR - vk - Remove old per pso descriptor pools

Change 3924197 by Rolando.Caloca

	DR - vk - Remove unused global uniform buffer pool

Change 3924220 by Rolando.Caloca

	DR - vk - Wrap some unused classes in their define

Change 3924234 by Rolando.Caloca

	DR - vk - Show ring buffer wrapping messages

Change 3924243 by Rolando.Caloca

	DR - vk - Fix bad dynamic buffer

Change 3924902 by Rolando.Caloca

	DR - vk - Fix crash running infiltrator

Change 3925209 by Rolando.Caloca

	DR - vk - Fix bug with dynamic buffers
	- Remove old defines

Change 3925300 by Rolando.Caloca

	DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs)

Change 3925627 by Rolando.Caloca

	DR - vk - Move DynamicOffsets into the pipeline state

Change 3925834 by Rolando.Caloca

	DR - vk - Cache per stage information

Change 3925835 by Daniel.Wright

	Fixed DisplayName for UParticleModuleCollisionGPU

Change 3925897 by Rolando.Caloca

	DR - vk - Split update descriptors loop

Change 3926488 by Rolando.Caloca

	DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile

Change 3928168 by Guillaume.Abadie

	Cherry-pick 3917219: Implements r.DOF.RecombineQuality

Change 3928173 by Guillaume.Abadie

	Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled.

Change 3928216 by Rolando.Caloca

	DR - vk - Fix Android
	- Fix static analysis

Change 3929119 by Rolando.Caloca

	DR - vk - Rename some classes for clarity
	- Fix read-only cvar

Change 3929151 by Rolando.Caloca

	DR - vk - Rename class

Change 3930046 by Rolando.Caloca

	DR - Temp fix Vulkan flickering grass

Change 3930148 by Rolando.Caloca

	DR - vk - Only update dirty descriptors
	- Use dynamic descriptors for packed global uniform buffers

Change 3930998 by Guillaume.Abadie

	Packs shader permutation in different XGE submissions.

Change 3931079 by Rolando.Caloca

	DR - vk - Fixes for Android and non-real ubs platforms

Change 3931942 by Krzysztof.Narkowicz

	Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones

	#jira none

Change 3932819 by Daniel.Wright

	[Integrate] Scene Textures uniform buffer
	* Base Pass Uniform Buffer now contains a Scene Textures uniform buffer.  Previously the translucent base pass had to check ~40 loose scene texture parameters every draw.
	* FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer.  For most passes this is just FSceneTextureUniformParameters.
	* FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created.
	* Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them
	* Separate Mobile Scene Textures uniform buffer to silo the platform complexities

	Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters

	Removed per-frame material uniform expressions.  GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision.
	* Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp.

	Moved forward shading data into the Base Pass Uniform Buffer
	Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw
	Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw

	Fixed padding in nested uniform buffer structs
	Skip SRV members on Feature Level SM4 and below

Change 3932964 by Rolando.Caloca

	DR - vk - Renderdoc on Android

Change 3933095 by Daniel.Wright

	Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer.
	* Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface.  These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it.
	* Opaque materials can no longer use EyeAdaptation.

Change 3933096 by Daniel.Wright

	Better d3d11 assert message when a uniform buffer was not set by the renderer

Change 3933176 by Rolando.Caloca

	DR - vk - Prefer mailbox if available

Change 3933271 by Ryan.Vance

	#jira UE-55936
	Fixed missing referenced uniform bindings on AR pass-through camera shaders.

Change 3934000 by Guillaume.Abadie

	Fixes Win32 build in ShaderCompilerXGE.cpp

Change 3934299 by Guillaume.Abadie

	Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground.

Change 3934699 by Daniel.Wright

	Added bAffectDistanceFieldLighting to landscape

Change 3935190 by Daniel.Wright

	Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing

Change 3935606 by Daniel.Wright

	Removed LightmapPolicy::Set which was needed for vertex lightmaps
	Renamed FVertexFactory::Set to SetStreams to make it findable

Change 3936510 by Rolando.Caloca

	DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders

Change 3936545 by Richard.Wallis

	Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/

	Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture.

Change 3938061 by Daniel.Wright

	Vulkan: Added support for SRV's in Uniform Buffers

Change 3938123 by Daniel.Wright

	Vulkan: Slightly better assert for null resources in uniform buffer

Change 3939197 by Rolando.Caloca

	DR - vk - Disable custom memory mgmt

Change 3939677 by Rolando.Caloca

	DR - vk - Fix static analysis warning

Change 3939809 by Rolando.Caloca

	DR - vk - Fixes for async compute

Change 3939875 by Rolando.Caloca

	DR - vk - Support for -vktrace

Change 3939977 by Rolando.Caloca

	DR - vk - Skip a condition during gather UBs
	- Set up efficient compute async var
	- Fix validation cmd line

Change 3939982 by Rolando.Caloca

	DR - vk - Revert mipchain

Change 3939984 by Rolando.Caloca

	DR - vk - Remove unnecessary asserts

Change 3940082 by Rolando.Caloca

	DR - vk - Custom mem mgr

Change 3940475 by Rolando.Caloca

	DR - vk - Fix DFAO (indirect draw offset)

Change 3940555 by Rolando.Caloca

	DR - vk - Minor fixes

Change 3940675 by Rolando.Caloca

	DR - vk - Fix indirect type mismatch

Change 3941111 by Rolando.Caloca

	DR - Renderpass bGeneratingMips

Change 3941847 by Daniel.Wright

	Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before

Change 3941978 by Rolando.Caloca

	DR - vk - Minor fixes for presenting on compute queue

Change 3942074 by Rolando.Caloca

	DR - vk - Remove some RHI stalls
	- Fixed swap chain stat

Change 3943946 by Daniel.Wright

	Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles.

Change 3944065 by Daniel.Wright

	Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering

Change 3944158 by Daniel.Wright

	Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen

Change 3944865 by Rolando.Caloca

	DR - vk - Prep for render passes

Change 3945196 by Rolando.Caloca

	DR - Move render pass validate to cpp

Change 3945202 by Rolando.Caloca

	DR - vk - Some fixes for using real render passes

Change 3945357 by Rolando.Caloca

	DR - Fix bad condition

Change 3946295 by Yuriy.ODonnell

	Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction().
	This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593

Change 3946407 by Rolando.Caloca

	DR - vk - Prep for refactor

Change 3946648 by Rolando.Caloca

	DR - vk - Fixes for async compute (wip)

Change 3947299 by Rolando.Caloca

	DR - vk - FIx static analysis

Change 3948434 by Rolando.Caloca

	DR - vk - Fix exiting with parallel

Change 3948928 by Rolando.Caloca

	DR - vk - Fix enabling draw markers for tools

Change 3949021 by Rolando.Caloca

	DR - vk - Buffer tracking layer

Change 3949602 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3949757 by Rolando.Caloca

	DR - vk - Remove bogus parameter

Change 3949810 by Rolando.Caloca

	DR - vk - Move waits for cmd buffer

Change 3950270 by Guillaume.Abadie

	Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground.

Change 3950272 by Rolando.Caloca

	DR - vk - Minor refactor for semaphores

Change 3950279 by Guillaume.Abadie

	Oups... fixes build

Change 3950298 by Rolando.Caloca

	DR - vk - Gather wait semaphores in the cmd buffers

Change 3950371 by Rolando.Caloca

	DR - vk - fixes for async compute

Change 3950597 by Rolando.Caloca

	DR - vk - Fix for clip distance (fixes planar reflections)

Change 3951075 by Rolando.Caloca

	DR - vk - Fix for async compute

Change 3952524 by Guillaume.Abadie

	Some DOF enum refactoring.

Change 3955016 by Daniel.Wright

	Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package

Change 3955668 by Guillaume.Abadie

	Fixes a bug where full res coc buffer was computed even if not doing slight out of focus.

Change 3956722 by Guillaume.Abadie

	Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent.

Change 3959212 by Guillaume.Abadie

	Prefixes all DOF's shaders files with DOF keyword.

Change 3959705 by Guillaume.Abadie

	Optimises the DOF setup pass outputing half res and full res with LDS downsample.

Change 3959941 by Guillaume.Abadie

	Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes.

Change 3962273 by Rolando.Caloca

	DR - Fix typos

	#jira UE-56317
	PR #4586

Change 3962615 by Rolando.Caloca

	DR - vk - Compile fix

Change 3962949 by Rolando.Caloca

	DR - Fix DOFDownsample extension

Change 3962993 by Guillaume.Abadie

	Back out changelist 3962949

Change 3963016 by Guillaume.Abadie

	Adds missing DOFDownsample.usf

Change 3963041 by Rolando.Caloca

	DR - vk - Misc changes to help integrate

Change 3964293 by Guillaume.Abadie

	Fixes DOF's setup pass reading outside of the viewport.

Change 3964475 by Guillaume.Abadie

	Collapses DOF's hybrid scatter compilation passes into reduce passes.

Change 3964883 by Daniel.Wright

	Fixed 3d texture in uniform buffer on unsupporting RHI

Change 3964897 by Rolando.Caloca

	DR - Compile fixes

Change 3964914 by Guillaume.Abadie

	Fixes a bug on r.DOF.RecombineQuality=0

Change 3965153 by Guillaume.Abadie

	Fixes compile warning in D3D12Commands.cpp.

Change 3965814 by Rolando.Caloca

	DR - Prep for integration conflict resolve

Change 3965899 by Rolando.Caloca

	DR - Fix odd linkage issue

Change 3966072 by Rolando.Caloca

	DR - More prep for merge

Change 3966163 by Rolando.Caloca

	DR - Merge prep

Change 3966844 by Guillaume.Abadie

	Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can.

Change 3967116 by Rolando.Caloca

	DR - Compile fixes for integration

Change 3967273 by Rolando.Caloca

	DR - Use same path for mip generation

Change 3967277 by Rolando.Caloca

	DR - vk - Fix mips on cubemaps

Change 3967693 by Rolando.Caloca

	DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders

Change 3967851 by Rolando.Caloca

	DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2

Change 3968083 by Rolando.Caloca

	DR - Integration compile fixes

Change 3968240 by Rolando.Caloca

	DR - Shader compile fixes for integration

Change 3968270 by Rolando.Caloca

	DR - Fix for missing hash calculation

Change 3969426 by Rolando.Caloca

	DR - vk - Fix warning

Change 3969869 by Krzysztof.Narkowicz

	Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel.
	#jira none

Change 3969944 by Rolando.Caloca

	DR - Warning fix

Change 3970020 by Rolando.Caloca

	DR - Bump after integration

Change 3970052 by Rolando.Caloca

	DR - Fix for mobile

Change 3970236 by Daniel.Wright

	Causing decal shader to recompile to fix a merge bug

Change 3970270 by Daniel.Wright

	Bump shader version from merge

Change 3970339 by Olaf.Piesche

	Replace series of locks/unlocks with a single one for curve injection

	#tests QAGame

Change 3970390 by Rolando.Caloca

	DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters
	- Remove duplicate method for occlusion queries

Change 3970523 by Rolando.Caloca

	DR - Fix serialization of shaders

Change 3970533 by Arne.Schober

	DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between.

	#jira UE-56322

Change 3971160 by Guillaume.Abadie

	Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU.

Change 3971516 by Guillaume.Abadie

	Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.

	#jira UE-55353

Change 3971594 by Krzysztof.Narkowicz

	Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel.
	#jira UE-56321

Change 3971622 by Krzysztof.Narkowicz

	Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that.
	#jira UE-56171

Change 3974788 by Rolando.Caloca

	DR - Remove GSupportsGenerateMips

Change 3974789 by Rolando.Caloca

	DR - Remove bogus function

Change 3974986 by Rolando.Caloca

	DR - vk - Tracking fixes

Change 3974989 by Rolando.Caloca

	DR - vk - Don't submit dummy barriers

Change 3975075 by Olaf.Piesche

	Update for particle curve injection improvement, fixing ES2 problems

	#tests QAGame tm-shadermodels, various color curve tests in-editor

Change 3975957 by Uriel.Doyon

	Fixed invalid max texture resolution when using the bake material tools.

Change 3978471 by Daniel.Wright

	New cvar r.SkylightUpdateEveryFrame

Change 3978779 by Rolando.Caloca

	DR - Accessor for texture sizes

Change 3978797 by Rolando.Caloca

	DR - Clean up RHI CopyTexture API

Change 3978832 by Rolando.Caloca

	DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset

Change 3978836 by Rolando.Caloca

	DR - vk - Remove generate mips

Change 3979201 by Rolando.Caloca

	DR - vk - RHI CopyTexture. Uses general layout for generating mips

Change 3979204 by Rolando.Caloca

	DR - Use render passes and CopyTexture to generate mips

Change 3979592 by Rolando.Caloca

	DR - Warning fix

Change 3980855 by Krzysztof.Narkowicz

	Optimize bounding sphere radius after non-uniform scale by using bounding box extent.

	#jira UE-56227

Change 3981065 by Rolando.Caloca

	DR - vk - Fix bad layout

	#jira UE-56238

Change 3981346 by Rolando.Caloca

	DR - Copy from 3707257
	Support for not flushing compute jobs (r.D3D11.UAVFlushNV)

Change 3981347 by Rolando.Caloca

	DR - Copy from 3707257
	Don't flush between morph dispatched

Change 3981932 by Mark.Satterthwaite

	Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on.

Change 3982442 by Rolando.Caloca

	DR - Fix warning

Change 3982652 by Rolando.Caloca

	DR - vk - Signal semaphore cleanup

Change 3983917 by Richard.Wallis

	Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt:

	Fix for black flickering on first paint with weighted material landscape on Mac.  When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations.

	Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action.  Updated to include the other async functions.

Change 3984409 by Guillaume.Abadie

	Attempts to make static analysis happy again.

Change 3984435 by Nick.Bullard

	Checking in Performance Test level provided to us by Tor Frick based on UE-44841.
	This has been utilized for checking issues against Aftermath performance impact.
	The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode

Change 3985087 by Mark.Satterthwaite

	Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo.

Change 3985201 by Rolando.Caloca

	DR - Fix bad CopyTexture

Change 3985258 by Mark.Satterthwaite

	Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running  the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990.

	#jira UE-55756

Change 3986449 by Rolando.Caloca

	DR - vk - Update & consolidate Vulkan headers to 1.1.70.1
	Consolidate SDK into one

Change 3986571 by Guillaume.Abadie

	Makes PVS-Studio happy again in DOF.

Change 3987039 by Yuriy.ODonnell

	Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms.

	Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory.
	Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing).

	`r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical.
	`TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup.

Change 3987074 by Yuriy.ODonnell

	Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts.

Change 3987160 by Yuriy.ODonnell

	Added thread naming and ordering to the tracing profiler output

Change 3987331 by Mark.Satterthwaite

	Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees.

	#jira UE-46604

Change 3987754 by Mark.Satterthwaite

	Fix MetalRHI memory reporting in non-default path.

	PR #4568

Change 3988184 by Arciel.Rekman

	Linux: Fix editor OpenGL performance (UE-55960).

	- GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor.
	- We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits.
	- This change adds dynamically-managed per-thread cache for non-monolithic builds.

	#jira UE-55960

Change 3988394 by Rolando.Caloca

	DR - vk - Improve memory mgmt
	- Use 256MB pages for Device heap (or 1/8th if less).
	- Remove texture allocations not going through resource manager

Change 3988405 by Marcin.Undak

	Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman

Change 3988567 by Rolando.Caloca

	DR - vk - Support for packed global UBs on pci aperture heap

Change 3988668 by Rolando.Caloca

	DR - vk - Remove old comments

Change 3988956 by Marcin.Undak

	RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman

Change 3989161 by Yuriy.ODonnell

	Static analysis error fix

Change 3989196 by Guillaume.Abadie

	Fixes a crash in light shaft's TAA pass.

	#jira UE-57366

Change 3989207 by Yuriy.ODonnell

	Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact.

Change 3989469 by Rolando.Caloca

	DR - vk - Fix for bad index; fix for bad transition

Change 3989772 by Yuriy.ODonnell

	Implemented timestamp calibration on Vulkan

Change 3990040 by Marcus.Wassmer

	Aftermath enabled by default.
	Removed unnecessary warning for other vendors

Change 3990064 by Mark.Satterthwaite

	Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid.

Change 3990080 by Mark.Satterthwaite

	Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer.

Change 3990084 by Mark.Satterthwaite

	Get MetalStatistics compiling again.

Change 3990381 by Arciel.Rekman

	Bring back D3D12 in RecordPerformance.

Change 3991113 by Rolando.Caloca

	DR - Fix crash on RHI thread on mobile preview
	- Check RHI objects are not null in the PSO initializer

Change 3991191 by Ryan.Vance

	#jira UE-55952

	Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up.

Change 3991343 by Rolando.Caloca

	DR - Copy from 3911492
	UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform.

Change 3991375 by Mark.Satterthwaite

	Proper copyright assignment in the mtlpp debugger header.

Change 3993151 by Daniel.Wright

	Fix RTDF resource transition found by Rolando

Change 3993818 by Rolando.Caloca

	DR - Missed file

Change 3993923 by Krzysztof.Narkowicz

	Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread().
	FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left:
	1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates.
	2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr.
	3. This resulted in a StaticMeshComponent with stale RenderData pointer.

	#jira UE-54544

Change 3994033 by Rolando.Caloca

	DR - vk - Reworked layers & extensions, as we were not doing it properly
	- Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore

Change 3994275 by Mark.Satterthwaite

	Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI.

	#jira UE-57507

Change 3994365 by Mark.Satterthwaite

	Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled.

	#jira UE-57513

Change 3994382 by Rolando.Caloca

	DR - vk - Some missing locks during image tracking

Change 3994422 by Rolando.Caloca

	DR - vk - Remove bogus shader format

Change 3995530 by Rolando.Caloca

	DR - vk - Fix for crash when validation is enabled

Change 3995531 by Rolando.Caloca

	DR - vk - Fix static analysis

Change 3995532 by Rolando.Caloca

	DR - vk - Added support for r.Vulkan.SaveValidationCache

Change 3995610 by Uriel.Doyon

	Texture Streaming Changes and Fixes:
	- Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost").
	- Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests)
	- Dynamic components do not need to register to the streaming manager anymore.
	- Optimized dynamic component management by removing duplicate entries in the update list.
	- Added a pregarbage collect pass to the dynamic component management to optimize GC handling.
	- Added a budget reset logic whenever the scene requirements change significantly.
	- PIE worlds now have correct visibility information.
	- Fixed possible invalid memory access when processing the streaming manager slave views.
	- Refactored the incremental level texture data build to prevent new components from being unhandled.
	- Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached()
	- Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated.

	#jira none

Change 3995908 by Arciel.Rekman

	Fix compile errors when using new Vulkan queries.

Change 3995990 by Arciel.Rekman

	More compile fixes to new Vulkan queries.

	- MSVC did not catch this, clang did.

Change 3996101 by Rolando.Caloca

	DR - vk - Win32 compile fix

Change 3996323 by Mark.Satterthwaite

	Use the right include path to export the mtlpp headers.

	#jira UE-57507

Change 3996392 by Arciel.Rekman

	Vulkan: fix crash on start when using new queries.

	- CommandBufferManager was not yet set at that point and the code in queries relied on it.

Change 3996585 by Rolando.Caloca

	DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct.

Change 3998806 by Arciel.Rekman

	Fix Linux build (UE-57602).

	#jira UE-57602

Change 3998866 by Arciel.Rekman

	SubwaySequencer: fix old shader platform name.

Change 3998947 by Mark.Satterthwaite

	Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum.

	#jira UE-57577

Change 3998951 by Mark.Satterthwaite

	Fix last of the deprecation errors that I am aware of for macOS 10.12.

	#jira UE-57581

Change 3998984 by Mark.Satterthwaite

	Build mtlpp for iOS 9.0 not 9.3.

	#jira UE-57586

Change 3999065 by Rolando.Caloca

	DR - vk - Make sure we use version 1.0.0

	#jira UE-57521

Change 3999071 by Arne.Schober

	DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM.

	#jira UE-55433, UE-57361

Change 3999494 by Rolando.Caloca

	DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug
	- Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled

Change 4000197 by Krzysztof.Narkowicz

	Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data).
	#jira UE-54935

Change 4000305 by Yuriy.ODonnell

	Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath

	Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24).

	#jira UE-57579

Change 4000853 by Arciel.Rekman

	Linux: fix not calling CrashReportClient (UE-57678).

	#jira UE-57678

Change 4001504 by Rolando.Caloca

	DR - vk - Fix transition

Change 4002460 by Krzysztof.Narkowicz

	Toggle for contant shadow length in word space
	Exposed contact shadows to Blueprints
	#jira none

Change 4002608 by Rolando.Caloca

	DR - vk - Fix static analysis
	- Fix potential debug image tracking crash
	- Comment out unused methods

Change 4002615 by Rolando.Caloca

	DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini)
	Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set.
	PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set.

Change 4002640 by Rolando.Caloca

	DR - vk - Missing support for CVarDefaultBackBufferPixelFormat

Change 4002919 by Guillaume.Abadie

	Implements DOF's temporal upsampling pass for better dynamic resolution stability.

Change 4002984 by Guillaume.Abadie

	Integrates Sebastian Aaltonen's ALU optimisations for TAAU.

Change 4003112 by Olaf.Piesche

	Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches.

	#tests QAGame PerformanceTest and RenderTest map with various stats on and off

Change 4003159 by Mark.Satterthwaite

	Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released.

	#jira UE-57538

Change 4003287 by zachary.wilson

	Adding reflection capture content to TM-LightingScenarios

Change 4003395 by Arne.Schober

	DR - Fix unitzialised value when clicking Go To in the editor
	#jira UE-57048

Change 4003425 by Rolando.Caloca

	DR - vk - Fix for new occlusion queries

Change 4003530 by Arne.Schober

	DR - Disable GPU Benchmark in headless configurations

	#jira UE-57673

Change 4003717 by Rolando.Caloca

	DR - vk - Fix for depth not store, stencil store

Change 4003719 by Rolando.Caloca

	DR - Minor switch to render pass

Change 4003720 by Mark.Satterthwaite

	Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD.
	Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU.

	#jira UE-57659

Change 4003854 by Mark.Satterthwaite

	Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically.

	#jira UE-57576

Change 4004709 by Rolando.Caloca

	DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers

Change 4005149 by Guillaume.Abadie

	Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass.

Change 4005284 by Uriel.Doyon

	Resaved volume texture assets with proper engine version.

	#jira UE-57534

Change 4005286 by Guillaume.Abadie

	Reduces constant setup in DOF's gather pass.

Change 4005359 by Rolando.Caloca

	DR - vk - Fix annoying warning

Change 4005363 by Rolando.Caloca

	DR - Fix android not finding vulkan shaders

Change 4005457 by Rolando.Caloca

	DR - vk - Fix swapchain crash

Change 4005473 by Patrick.Kelly

	UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level

	Codde by Daniel
	Tested by Patrick

Change 4005474 by Rolando.Caloca

	DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB

Change 4005759 by Krzysztof.Narkowicz

	Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode.
	#jira UE-57743

Change 4005774 by Mark.Satterthwaite

	Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like.

	#jira UE-57750

Change 4005974 by Mark.Satterthwaite

	Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come.

	#jira UE-57083

Change 4006056 by Mark.Satterthwaite

	Remove the use of the PrimitiveType argument from Metal draw calls.

	#jira UE-57822

Change 4006139 by Mark.Satterthwaite

	- Move the render-pass functions into the MetalRHI implementation for later alteration.
	- Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation.

Change 4006215 by Mark.Satterthwaite

	Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation.

Change 4006394 by Mark.Satterthwaite

	In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal.

	#jira UE-57551

Change 4006493 by Mark.Satterthwaite

	MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can.

Change 4006495 by Daniel.Wright

	Integrate from Refactor branch
	* New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial.  Needed when falling back to default material, so that proxy and material resource match.
	* Local vertex factory uniform buffer

Change 4006851 by Brian.Karis

	Fix for joined charts forming an L to inflate both axii.

	Thanks to Jess Kube of The Coalition.

Change 4006852 by Brian.Karis

	Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures

Change 4006918 by Brian.Karis

	New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection.

	Not yet used by checked in code. WIP optimization.

Change 4007246 by Guillaume.Abadie

	Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator.

Change 4007291 by Guillaume.Abadie

	Exposes more DOF scalability settings.

Change 4007328 by Guillaume.Abadie

	Optimises DOF's half res only setup pass using gather4

Change 4007627 by Richard.Wallis

	Fix for when Magic Mouse cannot zoom in World Composition editor.  Missing default SNodePanel::OnMouseMove behaviour.  Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse.

	#jira UE-57030

Change 4007682 by Richard.Wallis

	No video when playing HLS streaming video on Mac.  2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams.  Now cache relevant details and handle zero frame rate.

	Notes:
	- Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment.
	- Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size.
	- Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point.

	#jira UE-56734

Change 4007731 by Rolando.Caloca

	DR - Disable byte buffers on non-hlsl based platforms

	#jira UE-57851

Change 4007741 by Rolando.Caloca

	DR - Disable byte buffers on hlslcc platforms

Change 4007782 by Mark.Satterthwaite

	Force Metal shaders, including the stdlib, to recompile.

Change 4007918 by Rolando.Caloca

	DR - vk - Some static asserts

Change 4008404 by Arciel.Rekman

	Do not crash on incompatible Vulkan drivers (UE-57521).

	#jira UE-57521

Change 4008442 by Daniel.Wright

	Better comments on ERHIFeatureLevel expectations

Change 4008494 by Arne.Schober

	DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor.

	#jira UE-57754

Change 4008730 by Mark.Satterthwaite

	After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer.

	#jira UE-57870

Change 4008949 by Brian.Karis

	Fix compile warning

Change 4008951 by Brian.Karis

	Added LTC LUT textures

Change 4009326 by Guillaume.Abadie

	Compiles out DOF's gathering bokeh simulation on platform other than desktop.

Change 4009380 by Krzysztof.Narkowicz

	Moved area light code before the contact shadows, so contact shadows use representative light's direction.
	Merged all contact shadows shader code.
	Contact shadows keep constant screen space length independent of FoV settings.
	Contact shadows for translucents.
	Contact shadows for eye.

Change 4009555 by Guillaume.Abadie

	Splits DOFCocTile.usf in two.

Change 4009999 by Yuriy.ODonnell

	MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument.

	Previously it was necessary to modify MallocaStomp.h and re-compile the engine.
	Currently supported platforms: Win64, Mac, Linux.

	Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize.

Change 4010288 by Rolando.Caloca

	DR - vk - Fix for vertex streams

Change 4010289 by Krzysztof.Narkowicz

	D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling.

	#jira UE-57510

Change 4010297 by Rolando.Caloca

	DR - vk - Remove some functions for android

Change 4010315 by Rolando.Caloca

	DR - vk - Remove create info macro

Change 4010451 by Rolando.Caloca

	DR - vk - Reuse samplers
	- Infiltrator goes from 5759 to 24 samplers!

Change 4010627 by Rolando.Caloca

	DR - vk - Fix missing values for tracking swapchain validation

Change 4011924 by Guillaume.Abadie

	Implements tile based early return optimisation on DOF's postfiltering method.

Change 4011941 by Guillaume.Abadie

	Shaves some ALU in DOF's accumulator for LowQuality permutation.

Change 4012093 by Yuriy.ODonnell

	Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access.

Change 4012195 by Rolando.Caloca

	DR - vk - Fix for mobile backbuffer layout

Change 4012202 by Rolando.Caloca

	DR - vk - Don't use staging buffers on UMA

Change 4012467 by Rolando.Caloca

	DR - Remove redundant check

Change 4012486 by Rolando.Caloca

	DR - Fix missing transition

Change 4012518 by Guillaume.Abadie

	Implements fast shader permutation for DOF's TAA pass.

Change 4013084 by Arciel.Rekman

	Fix for Linux clock discrepancy.

	- Causing at least one precision issue, possibly more.

	(Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...)

Change 4013266 by Uriel.Doyon

	Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the  SceneContext.

Change 4013626 by Uriel.Doyon

	Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it.
	#jira UE-51672

Change 4013805 by Rolando.Caloca

	DR - Fix more missing transitions

Change 4014128 by Arne.Schober

	DR - Do not create LocalVFUniformBuffer when running without MVF

	#jira UE-57929

Change 4014193 by Uriel.Doyon

	Editing component transforms now invalidate the component's lighting cache.

	#jira UE-48134

Change 4014282 by Rolando.Caloca

	DR - vk - Remove extra validation during dump

Change 4014584 by Uriel.Doyon

	Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass.
	#jira UE-49064

Change 4014604 by Uriel.Doyon

	UStaticMesh  postduplicate now only generates a new GUID if !bDuplicateForPIE.

Change 4015460 by Guillaume.Abadie

	Composes separate translucency within DOF's recombine pass.

Change 4015571 by Guillaume.Abadie

	Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing.

Change 4015984 by Krzysztof.Narkowicz

	Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area.

	#jira UE-58000

Change 4016056 by Mark.Satterthwaite

	Fix Mac Metal shader compilation of texture cube arrays.

Change 4016062 by Richard.Wallis

	Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word.  Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound.

	#jira UE-46999

Change 4016109 by Mark.Satterthwaite

	One unified Metal buffer implementation - will make further changes a heck of a lot easier.

Change 4016221 by Patrick.Kelly

	UE-57617: Ensure changing viewmode to ShaderComplexity while in -game

Change 4016238 by Guillaume.Abadie

	Makes clang happy again in Tonemapper.

Change 4016309 by Mark.Satterthwaite

	More *_RenderThread implementations for MetalRHI.

Change 4016414 by Mark.Satterthwaite

	And MetalRHI version of CreateStructuredBuffer_RenderThread...

Change 4016498 by Mark.Satterthwaite

	Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout.

	#jira UE-57930

Change 4017394 by Juan.Canada

	OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss.
	#jira UE-57691

Change 4017522 by Rolando.Caloca

	DR - vk - Remove unused code path (old mip generation detection)

Change 4017539 by Rolando.Caloca

	DR - vk - Fix for sky lighting mips showing green on AMD

Change 4017542 by Arciel.Rekman

	Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build).

	- Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own.

Change 4017827 by Guillaume.Abadie

	Optimises DOF's scattering cost by a third.

Change 4017835 by Rolando.Caloca

	DR - Only allow a render pass to generate mips for one color render target

Change 4017889 by Mark.Satterthwaite

	Cache all the Metal state objects to avoid hitting the API unnecessarily.

Change 4018251 by Mark.Satterthwaite

	Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(.

	MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term.

Change 4018514 by Guillaume.Abadie

	Implements r.DOF.Scatter.MinCocRadius.

Change 4018553 by Guillaume.Abadie

	Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering

Change 4020369 by Yuriy.ODonnell

	Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro)

	Previously was only disabled for PVS-Studio.

Change 4020620 by Arciel.Rekman

	Fix XboxOne CIS (fallout of appCountTrailingZeros move).

Change 4020949 by Guillaume.Abadie

	Configures DOF in scalability settings.

Change 4021593 by Rolando.Caloca

	DR - vk - Support for Aftermath style api on AMD

Change 4021740 by Rolando.Caloca

	DR - vk - Change log output

Change 4022008 by Uriel.Doyon

	Fixed renderthread stalls when streaming texture mips on low end systems.

Change 4022135 by Rolando.Caloca

	DR - vk - Fix last mip's layout during mip chain creation

Change 4022607 by Jian.Ru

	Speculative fix for a bug where an invalid vertex buffer is deferenced
	#jira UE-56229

Change 4022890 by Rolando.Caloca

	DR - Fix reference count not getting released

Change 4023540 by Mark.Satterthwaite

	Avoid some pointless retain/release calls on Metal Encoders.

Change 4023796 by Marcus.Wassmer

	Tell users they are over the maximum size when allocating very large rendertargets.

Change 4025337 by Yuriy.ODonnell

	Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows.

	MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part.
	Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used.

	Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated.
	This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation.

	This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table.
	Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time.
	Running Infiltrator demo consumes ~700MB of virtual address space per second.

	Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior,
	which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible.

Change 4026047 by Rolando.Caloca

	DR - Fix test/shipping

	#jira UE-58148

Change 4026150 by Krzysztof.Narkowicz

	Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons.
	#jira UE-57992

Change 4026226 by Rolando.Caloca

	DR - Fix static analysis

	#jira UE-58150

Change 4026354 by Jian.Ru

	Debug check trying to catch a crash. Only enabled in editor build
	#jira UE-50111

Change 4026655 by Rolando.Caloca

	DR - Fix for static analysis

	#jira UE-58149

Change 4026763 by Rolando.Caloca

	DR - Remove references to defunct CCT to avoid confusing licensees

Change 4027167 by Uriel.Doyon

	Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter.

	#jira UE-56509

Change 4027850 by Jian.Ru

	Prevent log spam
	#jira UE-50111

Change 4029546 by Rolando.Caloca

	DR - Compile fixes

Change 4029624 by Yuriy.ODonnell

	Addressed static analysis errors in MallocStomp

	- VirtualAlloc return value is now explicitly checked.
	- C6250 is suppressed, as VirtualFree does not release address space by design.

Change 4030225 by Yuriy.ODonnell

	Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB

	The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers.
	If a module includes TBB and then Windows platform headers, static analyzer will report this warning.
	Suppressing it would require wrapping all instances of Windows header includes in third-party macros.

	Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix.

Change 4030440 by Rolando.Caloca

	DR - Fix crash on mobile

	#jira UE-58222

Change 4030570 by Daniel.Wright

	Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders

Change 4030618 by Arne.Schober

	DR - missing tangent/normal sign conversion after integration from main
	#jira UE-58224

Change 4031588 by Rolando.Caloca

	DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD

Change 4032145 by Mark.Satterthwaite

	Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features.

	#jira UE-58268

Change 4032209 by Rolando.Caloca

	DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore

Change 4033178 by Guillaume.Abadie

	Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test.

	#jira UE-58151

Change 4034489 by Daniel.Wright

	Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change.  This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated.  A component should not modify its asset during PostEditUndo.
	 * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration).

Change 4035157 by Uriel.Doyon

	Fixed deadlock in the streaming code when running with -onethread.
	#jira UE-58299

Change 4035198 by Rolando.Caloca

	DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK).

	#jira UE-58267

Change 4035730 by Arne.Schober

	DR - Fix missing Fog parameters during LightScattering Injection

	#jira UE-57608

Change 4035843 by Daniel.Wright

	Reimplemented support for EyeAdaptation node in opaque materials

Change 4036837 by Marcus.Wassmer

	Replace some of the screenshots to match new un-tonemapped buffer visualization

Change 4036980 by Rolando.Caloca

	DR - vk - Fix deadlock contention during mem allocation on Linux

Change 4037225 by Guillaume.Abadie

	Fixes jittering selection outline.

	#jira UE-58350

Change 4038056 by Marcus.Wassmer

	roll back changelist 4026150.  breaks a bunch of automated tests by cutting off half the image.
	Change can go back in later with that part fixed also

Change 4038296 by Jian.Ru

	Static analysis fix
	#jira UE-58377

Change 4038402 by Ben.Marsh

	Suppress IncludeTool warnings caused by CL 3998947.

Change 4038514 by Arne.Schober

	DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0.

	#jira UE-57652

Change 4038747 by Marcus.Wassmer

	Back out changelist 3853645, causing us to lose shadows in the shaderhair test

Change 4040138 by Rolando.Caloca

	DR - Fix compile warning

Change 4041614 by Rolando.Caloca

	DR - vk - Fix for Oculus module

	#jira UE-58267

Change 3810277 by Daniel.Wright

	Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle.  Costs .2ms on PS4.
	The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4.

Change 3817029 by Uriel.Doyon

	Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1.
	Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues).
	Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets.
	Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7.

	#jira UE-32263

Change 3819960 by Michael.Lentine

	Expose UEPhysics Clothing Parameters through UI.

Change 3823401 by Rolando.Caloca

	DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch

Change 3844805 by Arne.Schober

	DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision.
	Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders.

Change 3847283 by Marcus.Wassmer

	Extra fixes from Uriel

Change 3876607 by Rolando.Caloca

	DR - Use render passes when running occlusion queries
	- Removes the RHI(Begin|End)OcclusionQueryBatch API

Change 3903799 by Daniel.Wright

	[Integrate] Pass Uniform Buffers
	* All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw
	* Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer
	* Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture

	Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT()
	* This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct.
	* Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer.
	* Resources can now be located anywhere in the uniform buffer.  Padding is inserted to the cbuffer representation to keep memory layouts matching.  In the future the cbuffer could be compacted.
	* RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs

Change 3917500 by Rolando.Caloca

	DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified

Change 3964907 by Guillaume.Abadie

	Implements RectList topology support in RHI.

Change 3979171 by Mark.Satterthwaite

	Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering):

	Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors.

	Regarding mtlpp:
	- The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems.
	- To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly.
	- Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management.
	- Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding.

	Apple Platform:
	- LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS.

	MetalRHI:
	- All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C.
	- Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same.
	- Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well.
	- The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac.
	- Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order).
	- LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought.
	- What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code.

	Other:
	- Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now.
	- Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere.
	- Consistency of disabling the Manual Vertex Fetch behaviour in shaders.

	#jira UERNDR-354

Change 3979312 by Rolando.Caloca

	DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget

Change 4005122 by Rolando.Caloca

	DR - Support for PS4 Index Buffer UAVs

Change 4016298 by Guillaume.Abadie

	Fixes DOF hybrid scattering on platforms that supports RectList topology.

Change 4018575 by Guillaume.Abadie

	Optimises DOF's reduce pass when doing scattering compilation.

Change 4020317 by Guillaume.Abadie

	Implements WaveBroadcastIntrinsics.ush.

[CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
Arciel Rekman
4141229f52 Copying //UE4/PQ-Staging@3957047 to Dev-Main (//UE4/Dev-Main)
#rb Ben.Marsh
#fyi Josh.Adams
#lockdown Nick.Penwarden

[CL 3957060 by Arciel Rekman in Main branch]
2018-03-21 11:09:41 -04:00