Commit Graph

15 Commits

Author SHA1 Message Date
Martin Mittring
29f89a390c Integrate from Orion
CL 2704794 2704931 2704948 2704962 2705238 2706353 2700643 2705458

        Uniform Buffer layout name

and

more debug info for this and other bugs: OR-7159 CRASH: Client crashed at start of match in D3D11Commands.cpp

Adding OptionalData (key value pairs) to the shaders (to put shader name into the shader code for better debugging), affects all RHI, invalidate DDC key for all shaders, cleanup existing code (was adding 0/1/5 bytes and had to compensate in many areas)

OptionalData:
key is a char, value is up to 255 bytes, up to 64K in total

#platformnotify Josh.Adams

[CL 2706923 by Martin Mittring in Main branch]
2015-09-25 17:34:00 -04:00
Rolando Caloca
5028450445 UE4 - Prereq integration for D3D12 support
(Not sure why these are locked...)
#platformnotify Josh.Adams

[CL 2617244 by Rolando Caloca in Main branch]
2015-07-10 16:39:58 -04:00
Rolando Caloca
27d7a0e070 UE4 - Fix ES3.1 emulation shader issues
#codereview Allan.Bentham

[CL 2514517 by Rolando Caloca in Main branch]
2015-04-16 13:02:21 -04:00
Rolando Caloca
9a899d66d4 UE4 - Mobile Preview for feature level ES3.1/Metal (experimental)
[CL 2510893 by Rolando Caloca in Main branch]
2015-04-13 18:00:32 -04:00
Saul Abreu
79a26091bf Fixed behavior on FString::ParseIntoArray (muliple delimiters overload) functionality to support optionally culling empty strings. Greatly simplified implementation logic. Output parameter now properly named and taken by reference.
#codereview Steve.Robb, Robert.Manuszewski

[CL 2466824 by Saul Abreu in Main branch]
2015-03-02 15:51:37 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Daniel Wright
f1b17d830f Renamed new cvars, now 'r.Shaders.Optimize' and 'r.Shaders.KeepDebugInfo'
#PR 457

[CL 2316592 by Daniel Wright in Main branch]
2014-10-01 17:20:38 -04:00
Daniel Wright
154fb81c3c Added r.StripShaderDebugData and r.OptimizeShaders cvars, useful to disable when running
[CL 2314644 by Daniel Wright in Main branch]
2014-09-30 14:03:54 -04:00
Mike Fricker
0c1a41bca8 Clang compilation fixes for Windows
- Miscellaneous minor fixes to code that Clang didn't like

[CL 2264343 by Mike Fricker in Main branch]
2014-08-20 11:42:57 -04:00
Rolando Caloca
c077bee62e UE4 - Improve D3D compile times
[CL 2236497 by Rolando Caloca in Main branch]
2014-07-29 19:18:16 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Daniel Wright
b8c62dc8b0 r.DumpShaderDebugInfo=1 now outputs a batch file to run AMD CodeXL (if installed), GPUShaderAnalyzer commandline removed
[CL 2097307 by Daniel Wright in Main branch]
2014-06-06 14:04:43 -04:00
Gil Gribb
fa7226b8fe UE4 - merge first pass at parallel rendering to main
[CL 2095959 by Gil Gribb in Main branch]
2014-06-05 16:38:54 -04:00
Daniel Wright
1464dcf2c3 Distance field AO using a surface cache
* Provides mid-range stable AO for dynamic rigid meshes
* Movable sky lights are now supported, and distance field AO is used for shadowing Movable sky lighting from dynamic scenes
* Static meshes are preprocessed into signed distance field volumes at mesh build time when the r.AllowMeshDistanceFieldRepresentations project setting is enabled
* Non-uniform scaling does not work with this method (mirroring is fine), animating through world position offset also causes artifacts as the two representations diverge
* Occlusion is computed along cones to reduce over-shadowing, object distance fields are operated on directly (no hierarchy) to obtain enough resolution to prevent leaking, visibility traces are done with cone stepping to allow better parallelization, and shading is done adaptively in space and time using the surface cache.

[CL 2093556 by Daniel Wright in Main branch]
2014-06-03 15:53:13 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00