christopher waters
1d0b1d44eb
Initial support for Mesh and Amplification Shaders. These new shader types are an optional feature of the RHIs and are only enabled on PC D3D12 with Feature Level SM6.
...
#jira none
#rb emil.persson, graham.wihlidal, lukas.hermanns
[CL 15742432 by christopher waters in ue5-main branch]
2021-03-18 18:42:49 -04:00
lukas hermanns
51782b9094
Fix SRV shader reflection in GLES backend.
...
#rb Carl.Lloyd
[FYI] Dmitriy.Dyomin
#jira none
#rnx
#ROBOMERGE-SOURCE: CL 15665578 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v779-15635321)
[CL 15665581 by lukas hermanns in ue5-main branch]
2021-03-10 10:16:28 -04:00
Lukas Hermanns
c147f01b29
Extend input/output bitmask in shader binding descriptors from 16 to 32 bits; in Metal, GLSL, ESSL, and SPIR-V backends.
...
#rb Will.Damon, Brian.White, Dmitriy.Dyomin
[FYI] Mihnea.Balta, Rolando.Caloca, Ola.Olsson, Carl.Lloyd
#jira UE-108926
#rnx
#ROBOMERGE-OWNER: Lukas.Hermanns
#ROBOMERGE-AUTHOR: lukas.hermanns
#ROBOMERGE-SOURCE: CL 15642763 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v779-15635321)
#ROBOMERGE-CONFLICT from-shelf
[CL 15642935 by Lukas Hermanns in ue5-main branch]
2021-03-08 13:24:59 -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
dmitriy dyomin
009ed560ce
Use GL_ARM_shader_framebuffer_fetch_depth_stencil by default for depth fetch on Android
...
This works better than full FBF and supported on most Adnroid devices. Fallback to FBF when extension is not supported
(merged from Release-Engine-Staging)
#jira UE-106962
#ROBOMERGE-SOURCE: CL 15624985 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v777-15581079)
[CL 15625000 by dmitriy dyomin in ue5-main branch]
2021-03-05 11:48:50 -04:00
Dmitriy Dyomin
edd0257c55
Remove Texture2D as a storage for GPUScene primitives, OpenGL will use StructuredBuffers supported through SSBOs
...
#rb jack.porter
#fyi ola.olsson
[CL 15415286 by Dmitriy Dyomin in ue5-main branch]
2021-02-16 00:46:28 -04:00
Marc Audy
cac1fe0019
Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
...
This represents UE4/Main @ CL# 15277572
[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -04:00
Lukas Hermanns
829eddd5cf
Added HlslccHeaderWriter to unify writing of shader meta data.
...
#rb Mihnea.Balta, Will.Damon, Dmitriy.Dyomin
#fyi Rolando.Caloca, Brian.White
#jira none
#rnx
[CL 15225002 by Lukas Hermanns in ue5-main branch]
2021-01-27 17:53:40 -04:00
carl lloyd
df0606a49b
Added support for Framebuffer Fetch and Pixel Local Storage to OpenGL platform.
...
#rb Jack.Porter, Dmitriy.Dyomin
[CL 15179038 by carl lloyd in ue5-main branch]
2021-01-25 12:39:04 -04:00
Tim Smith
94c43ee279
Fixing PVS 7.7 Issues:
...
warning V595: The 'XYZ' pointer was utilized before it was verified against nullptr. Check lines: #, #.
#rb trivial
#jira UE-91644
[CL 15066412 by Tim Smith in ue5-main branch]
2021-01-13 09:15:02 -04:00
Tim Smith
4c3942091b
Fixing PVS 7.7 Issues:
...
warning V547: Expression 'XYZ' is always true/false.
#rb trivial
#jira UE-91644
[CL 15054368 by Tim Smith in ue5-main branch]
2021-01-12 16:15:34 -04:00
zach bethel
0d7dc4d4ed
Refactor of uniform buffer binding to allow for runtime selection of static or per-shader binding. This is a necessary precursor to moving the View uniform buffer to use static bindings on mesh passes; it is used in so many places that both binding models are required to preserve compatibility. Added validation to catch when a uniform buffer is bound using both methods at the same time. Added CVar to RHI transition validation to control whether to break in the debugger on a transition failure.
...
#rb christopher.waters
[CL 14873973 by zach bethel in ue5-main branch]
2020-12-07 17:42:32 -04:00
Dmitriy Dyomin
df2a72b60a
Dump GL compiled shaders for non-DXC path
...
#fyi Lukas.Hermanns
#rb none
[CL 14842357 by Dmitriy Dyomin in ue5-main branch]
2020-12-03 02:29:32 -04:00
Dmitriy Dyomin
4836096f93
Initialize FRHIShader::ShaderName for OpenGL shaders when r.Shaders.KeepDebugInfo is on
...
#rb none
#fyi rolando.caloca
[CL 14842116 by Dmitriy Dyomin in ue5-main branch]
2020-12-03 00:55:36 -04:00
Lukas Hermanns
5acb4c83b6
DXC Update: SCW backends.
...
#rb none
#fyi Mihnea.Balta, Rolando.Caloca, Will.Damon, Jonas.Meyer, Michael.Sartain
#jira none
#rnx
[CL 14832278 by Lukas Hermanns in ue5-main branch]
2020-12-01 19:33:51 -04:00
Lukas Hermanns
9e7053fd6c
Fix Vulkan tessellation in DXC: use shader output slots to commuincate patch constant data in Hull shaders (Merged from CL 14680863).
...
#rb Rolando.Caloca, Will.Damon
#fyi Jonas.Meyer, Mihnea.Balta, Graham.Wihlidal
#rnx
[CL 14714790 by Lukas Hermanns in ue5-main branch]
2020-11-10 18:35:10 -04:00
Marc Audy
68150e0be7
Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
...
This represents UE4/Main @ 14594913
[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00
Marc Audy
50a3d7d368
Merge Release-Engine-Staging to Main @ CL# 14467590
...
This represents UE4/Main @ 14432125 + some cherrypick fixes
[CL 14468207 by Marc Audy in ue5-main branch]
2020-10-09 22:42:26 -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
a7c9001a94
Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
...
#rb
#rnx
[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -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
florin pascu
9110a0dc5f
- Revert ssbo back to texturebuffer in hlslcc. We now also support vec4 & vec1 of type float & unsigned & signed
...
- Filtered out a Niagara Ray tracing compute(was causing cooking problems cause of float3x4)
- Fixed GPU Scene
#jira UE-92314
#rb Jack.Porter, Dmitriy.Dyomin, Rolando.Caloca, Mihnea.Balta
#ROBOMERGE-OWNER: florin.pascu
#ROBOMERGE-AUTHOR: florin.pascu
#ROBOMERGE-SOURCE: CL 12984452 in //UE4/Release-4.25/... via CL 12984457 via CL 12984596
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)
[CL 12984603 by florin pascu in Main branch]
2020-04-22 17:24:48 -04:00
rolando caloca
b2c6ce93b2
F - Copy of 12659574 for GLSL
...
Fix Vulkan codegen for RWStructuredBuffer<float4> not generating scalar access
#rb Lukas.Hermanns, Dmitriy.Dyomin
#rnx
#jira
#ROBOMERGE-SOURCE: CL 12676173 via CL 12676222 via CL 12676231
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)
[CL 12676246 by rolando caloca in Main branch]
2020-04-08 14:38:38 -04:00
dmitriy dyomin
8a245ccce5
Disabled gl_LastFragColorARM re-declaration as it does not work on S7 Mali
...
#jira UE-90180
#rb none
[FYI] allan.bentham
#ROBOMERGE-SOURCE: CL 12332257 in //UE4/Release-4.25/... via CL 12332258
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v670-12295787)
[CL 12332259 by dmitriy dyomin in Main branch]
2020-03-20 02:52:52 -04:00
allan bentham
bfb449ada1
Force GLSL intrinsic return types to (full) float when HLSLCC_UseFullPrecisionInPS is requested.
...
#rb jack.porter
[FYI] Dmitriy.Dyomin
#rnx
[FYI] carl.lloyd
#ROBOMERGE-OWNER: allan.bentham
#ROBOMERGE-AUTHOR: allan.bentham
#ROBOMERGE-SOURCE: CL 12162757 via CL 12162758 via CL 12163188
#ROBOMERGE-BOT: (v661-12148976)
[CL 12163190 by allan bentham in Main branch]
2020-03-13 11:36:26 -04:00