Commit Graph

332 Commits

Author SHA1 Message Date
charles bloom
5c59fd06ae clarify use of GetAllTextureFormats vs GetTextureFormats
GetAllTextureFormats is only used by COTF for version checking
could deprecate then remove it entirely

#rb none
#preflight 62797695e02e157f3e6a021b

[CL 20110473 by charles bloom in ue5-main branch]
2022-05-09 16:26:01 -04:00
Lauren Barnes
6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00
charles bloom
83a33c6d95 TextureFormatManager better init safety
do Invalidate in your constructor so you are valid after LoadModule
in case someone tries to Load TextureFormatManager and use it other than TargetPlatform
mutex protect thread access
fixes TBW broken by previous CL on TextureFormatManager

#preflight 6269c22f4510fc7faaf8c8aa
#rb zousar.shaker

#ROBOMERGE-AUTHOR: charles.bloom
#ROBOMERGE-SOURCE: CL 19949335 via CL 19949395 via CL 19949397
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 19952589 by charles bloom in ue5-main branch]
2022-04-28 02:05:06 -04:00
charles bloom
be238dee17 fix failures on texture import of rare cases
fix RHI upload of textures that are multiple of 4 in top mip but not in lower mips
dont pad CompressedImage sizes, store true size
clean up Texture size limits and VT conditions
better default settings for texture import
clean up initialization order of TextureFormatManagerModule

#preflight 6250814a11261bc7b23d8f4b
#rb fabian.giesen,julien.stjean

[CL 19693287 by charles bloom in ue5-main branch]
2022-04-08 16:06:54 -04:00
Jason Nadro
8a8ff01b79 Add scope marker to see what platform we are trying to load.
- This can take a considerable amount of time so it is good to know which platforms are loading.

#rb trivial
#jira none
#preflight trivial

[CL 19595463 by Jason Nadro in ue5-main branch]
2022-04-01 16:54:57 -04:00
dmitriy dyomin
d5741f624b Added option to disable usage of a baked landscape mesh on mobile platforms (r.Mobile.LandscapeMesh)
#rb jack.porter

#ROBOMERGE-OWNER: dmitriy.dyomin
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 19528072 via CL 19528235 via CL 19528695 via CL 19528703
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v937-19513599)

[CL 19532768 by dmitriy dyomin in ue5-main branch]
2022-03-28 16:28:57 -04:00
David Harvey
a16dedf8b5 FindTargetPlatformWithSupport gives priority to the currently active/cooking platforms for cases where multiple platforms support the shader format.
- fixes ShaderPlatformQualitySettings overrides in platform engine ini for platforms that share the same shader format.
 - still a potential issue if trying to cook these platforms at the same time ( -targetplatform=Plat1+Plat2 )

#jira none
#rnx
#rb Josh.Adams
#preflight 62384186b3653cf6afc39e2e

[CL 19449947 by David Harvey in ue5-main branch]
2022-03-21 05:42:51 -04:00
charles bloom
b4fcb0ac37 enable BC6+7 texture support in games that use the ES3.1 RHI
ES3.1 is used as a fast renderer mode, but still supports DX11 textures
log a message when BC6+7 is encoded as uncompressed
delete the unused GetVirtualTextureLayerFormat

#preflight 62168881476ef5d8a206b828
#rb jeremy.moore

#ROBOMERGE-AUTHOR: charles.bloom
#ROBOMERGE-SOURCE: CL 19100346 via CL 19105003 via CL 19105192 via CL 19110090
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19148337 by charles bloom in ue5-main branch]
2022-02-25 10:57:32 -05:00
Wojciech Krywult
7b5537cc26 CookOnTheFly (platform protocol): Editor: Added support of the platform-specific transport communication protocols to the editor and use it in the cooking server.
This change allows the cooking server to communicate with clients using platform-specific communication protocols instead of TCP (the default).

This new mode is activated by adding '-platformprotocol' command-line parameter when starting the cooking server (in addition to the usual '-cookonthefly').

The new functionality is included in FNetworkFileServerPlatformProtocol, which is a variant of the preexisting FNetworkFileServer but using ITargetDevice/ITargetDeviceSocket interfaces instead of traditional sockets.

Direct communication with targets is only supported on some platforms, which can be checked by calling ITargetPlatform::SupportsFeature(ETargetPlatformFeatures::DirectDataExchange).

#rb jeff.newquist
#preflight 62166a4237178b0175af6269

[CL 19094838 by Wojciech Krywult in ue5-main branch]
2022-02-23 12:54:09 -05:00
josh adams
c48baa3d90 - Moved a call of IsAutoSDKsEnabled() up into the async pre-kick of UBT during editor startup to fix warnings when UE_SDKS_ROOT isn't set
#rb trivial
#p4v-preflight-copy 18902221
#preflight 6202897856614ff35c38ca7a

#ROBOMERGE-AUTHOR: josh.adams
#ROBOMERGE-SOURCE: CL 18903619 via CL 18905269 via CL 18906402 via CL 18906655 via CL 18918940 via CL 18919850
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v916-18915374)

[CL 18919899 by josh adams in ue5-main branch]
2022-02-09 12:14:44 -05:00
Michael Sartain
e63b3f3e86 Fix crash dereferencing garbage WritePtr in Linux
Running with:

   Engine/Binaries/Linux/UnrealEditor-Linux-Debug -logcmds="LogAnalytics VeryVerbose" -AnalyticsDisableCaching

Crashed on GetHandle() of invalid write pointer. Code introduced in CL 18846806.

#jira none
#fyi Josh.Adams
#rb none
#preflight trivial

[CL 18881507 by Michael Sartain in ue5-main branch]
2022-02-05 22:12:38 -05:00
josh adams
ea6fc0fe98 - Kick off UBT to setup AutoSDK early, and async, so editor doesn't need to wait for it to run
- Deprecated unuesed GetCookingTargetPlatforms()
#rb danny.couture
#p4v-preflight-copy 18811010
#preflight 61fbd601176256ec4f6fbd9b

#ROBOMERGE-AUTHOR: josh.adams
#ROBOMERGE-SOURCE: CL 18842642 via CL 18844580 via CL 18844585 via CL 18844591 via CL 18846216 via CL 18846768
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18846806 by josh adams in ue5-main branch]
2022-02-03 14:08:03 -05:00
jeremy moore
e9b8605b3b Add r.VelocityOutputPass render setting and deprecated r.BasePassOutputsVelocity and r.DepthPassMergedWithVelocity.
r.VelocityOutputPass supports the 3 valid settings: depth pass, base pass, after base pass.
#rb rob.krajcarski
#preflight 61f86031114ec25fe0b87dab

#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 18799499 in //UE5/Release-5.0/... via CL 18801888 via CL 18802482
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18808175 by jeremy moore in ue5-main branch]
2022-02-01 09:53:17 -05:00
nuno leiria
bf453dd1aa Fix build configuration visibility for installed builds in the project packaging editor settings
Work around circular reference by moving InstalledPlatformInfo to the DesktopPlatform module

#jira UE-136291
#preflight 61f2f573595ec9d6eebf9739
#rb david.harvey

#ROBOMERGE-AUTHOR: nuno.leiria
#ROBOMERGE-SOURCE: CL 18771002 in //UE5/Release-5.0/... via CL 18771003 via CL 18771153
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18771169 by nuno leiria in ue5-main branch]
2022-01-28 10:06:34 -05:00
tiago costa
3f65786075 Expose per-project platform setting to control offline BVHs build mode (Disabled, MaximizePerformance, MinimizeMemory).
- Offline BVHs generally result in better performance and/or reduced memory usage.
- At the moment MaximizePerformance vs MinimizeMemory control whether triangle splits are used.

#rb yuriy.odonnell
#preflight 61f16e107266f4e79bd43cb6
#jira UE-136120

#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 18736376 in //UE5/Release-5.0/... via CL 18736434 via CL 18736687
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18736701 by tiago costa in ue5-main branch]
2022-01-26 11:43:03 -05:00
Marc Audy
3da1c5cc68 Eliminate whitespace only differences between Release-Engine-Staging and Release-Engine-Test
#[fyi] Aurel.Cordonnier

#ushell-cherrypick of 18448630 by Marc.Audy

[CL 18448753 by Marc Audy in ue5-main branch]
2021-12-13 16:08:57 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
geoff evans
de2943a829 We now have 2 or 3 lines potentially in CurrentlyInstalled.txt AutoSDK file. Handle both cases
#rb Josh.Adams
#[fyi] Josh.Adams
#ushell-cherrypick of 17966110 by Brandon.Schaefer



#ushell-cherrypick of 17973510 by aurel.cordonnier

[FYI] aurel.cordonnier

#ROBOMERGE-AUTHOR: aurel.cordonnier
#ROBOMERGE-SOURCE: CL 17973236 via CL 17973494 via CL 17973508 via CL 18005909
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v885-17909292)

[CL 18005930 by geoff evans in ue5-release-engine-test branch]
2021-11-01 14:25:04 -04:00
aurel cordonnier
69fe095547 Merge from Release-Engine-Staging @ 17636544 to Release-Engine-Test
This represents UE4/Main @17638339 and Dev-PerfTest @17636504

[CL 17638842 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-27 19:54:25 -04:00
aurel cordonnier
d173dec625 No unity fix
#rb trivial
#rnx

#ROBOMERGE-AUTHOR: aurel.cordonnier
#ROBOMERGE-SOURCE: CL 17466126 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17466129 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-08 20:15:00 -04:00
aurel cordonnier
7f517562d5 Merge from Release-Engine-Staging @ 17438845 to Release-Engine-Test
This represents UE4/Main @17430120 and Dev-PerfTest @17437669

[CL 17439044 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-06 12:23:53 -04:00
christopher waters
1c21a5489c Shader symbol terminology changes
- Splitting symbol generation and shader "debug info" generation into two different cvars. This should now allow us to generate symbols post-packaging without generating different shader variants. This should also enable us to always generate symbols and still have the final deduplicated shader sizes.
- r.Shaders.Symbols is now the primary way to enable shader symbols for debugging.
- r.Shaders.GenerateSymbols can be enabled to always generate symbols without writing them to disk.
- r.Shaders.WriteSymbols can be used to force write symbols if they were previously generated.
- r.Shaders.ExtraData can be used to generate shader names for engine runtime systems to use.
- NotifyShaderCooked replaced with NotifyShaderCompiled, prep for upcoming non-cook symbol writing.
- PC DXC shader compiles should only generate debug info when requested, not all the time.
- PC FXC shader compiles should generate debug info when requested, not just when r.Shaders.Optimize is 0.

#jira none
#rb arciel.rekman, lukas.hermanns
#preflight 611ad9035e737200015992db

#ROBOMERGE-SOURCE: CL 17186155 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17186162 by christopher waters in ue5-release-engine-test branch]
2021-08-16 23:18:23 -04:00
jamie hayes
3428774f88 Changed some ITargetPlatform methods (GetAllSupportedShaderFormats, GetTargetedShaderFormats) to remain compiled with a lack of WITH_ENGINE. Their omission isn't necessary from a dependency standpoint, and their access will be required in a future change.
#rb josh.adams
#jira none
#preflight 6113ed2a0d783d00011ef86e

#ROBOMERGE-SOURCE: CL 17137761 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17137793 by jamie hayes in ue5-release-engine-test branch]
2021-08-11 13:05:07 -04:00
josh adams
e68d49fc4c - Fixed up some platform module references in C# for building with some platforms force disabled (brought over from UE4)
#preflight 610c043c6b1f8c00017194dd
#rb none

#ROBOMERGE-SOURCE: CL 17074043 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)

[CL 17074052 by josh adams in ue5-release-engine-test branch]
2021-08-05 15:17:09 -04:00
yangke li
578ce6d0e6 add a new TextureCompressionSetting TC_LQ(BGR565/BGR555A1), which is needed in Runtime virtual texture's baked SVT
The endian of BGR555A1 texture is troublesome on Android platform, because Opengl ES doesn't support GL_UNSIGNED_SHORT_1_5_5_5_REV texture format, meanwhile VK_FORMAT_R5G5B5A1_UNORM_PACK16 is not supported on some Android devices.
#rb Dmitriy.Dyomin

#ROBOMERGE-SOURCE: CL 16966077 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16966080 by yangke li in ue5-release-engine-test branch]
2021-07-27 03:04:08 -04:00