Commit Graph

219 Commits

Author SHA1 Message Date
Mark Satterthwaite
9ee803f916 Batched shader precompilation & predraw for Mac OS X which can be more aggressive behind loading screens & purged before entering an actual level, to reduce the time taken to reach an interactive state without hitches in the actual game.
- With 'r.UseAsyncShaderPrecompilation' enabled shader precompilation is now executed on the render thread alongside the predraw, not as a single operation on loading the binary cache.
- The setting 'r.TargetPrecompileFrameTime' controls what the target frame rate should be when performing async. precompile and the shader cache will try and adjust how many shaders to precompile to stay within this limit, with a minimum of 1 shader per frame.
- The shader cache is now updated during initial loading to take advantage of the time spent loading essential data to do as much of the precompile as possible.
- It is possible to accelerate the shader cache's precompilation by specifying 'r.AccelPredrawBatchTime' and 'r.AccelTargetPrecompileFrameTime' to larger values, then calling FShaderCache::BeginAcceleratedBatching() to start using the more aggressive values and FShaderCache::EndAcceleratedBatching() to go back to the normal values.
- Calling FShaderCache::FlushOutstandingBatches() will force completion of all outstanding batched precompilation and predraws during the next frame.

[CL 2706016 by Mark Satterthwaite in Main branch]
2015-09-25 07:55:46 -04:00
Andrew Rodham
2e3f2f53d8 Movie Scene Rendering improvements
- All movie scene capture responsiblities are now encapsulated inside the MovieSceneCapture module. Corresponding logic has been moved out of engine classes.
 - Fixed time-step capture is fullly supported on PC and mac, real-time capture is still experimental.
 - Matinee now goes through the same MovieSceneCapture module logic as actor animations
 - AVIWriter can now be instantiated (used to be a single static w/ globals) to give greater control of capturing.
 - This mostly addresses UETOOL-446

[CL 2700384 by Andrew Rodham in Main branch]
2015-09-22 05:59:03 -04:00
Gil Gribb
48936dda41 UE4 - Moved churn tracker to launch instead of game ticks.
[CL 2693422 by Gil Gribb in Main branch]
2015-09-16 10:18:31 -04:00
Bob Tellez
04d892c6bd [AUTOMERGE]
#UE4 Added the initial revision of the slate null renderer. When using -nullrhi, this renderer is used instead of SlateRHIRenderer.

#rb Matt.Kuhlenschmidt

#codereview Matt.Kuhlenschmidt

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2692587 by Bob.Tellez on 2015/09/15 18:41:09.

[CL 2692588 by Bob Tellez in Main branch]
2015-09-15 18:41:34 -04:00
Dmitry Rekman
feb7dd1995 Do not init HighRes screenshot system on servers.
(Merging CL 2689273 to the main branch).

[CL 2689278 by Dmitry Rekman in Main branch]
2015-09-11 21:50:51 -04:00
Mieszko Zielinski
3dee6c4685 Added runtime means of controlling engine's fixed-time-step mechanics #UE4
Merged over from Orion branch.

#codereview Robert.Manuszewski

[CL 2686827 by Mieszko Zielinski in Main branch]
2015-09-10 15:10:29 -04:00
Robert Manuszewski
f9c3143c7e Merging CL #2686175
Changing GetUObjectArray() -> GUObjectArray to avoid redundant function calls in places like weak pointers/GC/object iterators

[CL 2686461 by Robert Manuszewski in Main branch]
2015-09-10 11:58:41 -04:00
Michael Noland
34a44e7cbf Core: Added support for tracking the total number of objects outside of WITH_EDITOR by defining UE_GC_TRACK_OBJ_AVAILABLE to 1
[INTEGRATE] Change 2684069 by Michael.Noland@mnoland-T2784-HDepot on 2015/09/08 21:44:59

[CL 2684085 by Michael Noland in Main branch]
2015-09-08 22:01:08 -04:00
Michael Noland
5a5fd7563f Engine: Fixed an issue where commandlets did not load plugin modules with a loading phase of PostEngineInit
[INTEGRATE] Change 2683776 by Michael.Noland@mnoland-T2784-HDepot on 2015/09/08 17:22:02

[CL 2684084 by Michael Noland in Main branch]
2015-09-08 22:00:36 -04:00
Daniel Lamb
b5dd4a1656 Cooker now doesn't load global shaders for the host platform. Instead only loads global shaders for cooking targets.
[CL 2683114 by Daniel Lamb in Main branch]
2015-09-08 11:31:46 -04:00
Adric Worley
9d134e7464 #ENGINE - Integrating automation test flags refactor
- New filter flags in automationtest.h
- Compile time errors if proper flags are not specified
- Existing tests converted to new flags
- New "disabled" flag
- Filter dropdown in automation UI replaces Smoke Tests button
- Automation features are no longer compiled out in Test configuration at runtime (except in Shipping)
- Enabled automation tests to be triggered from in-game console in non-editor builds (automation controller is enabled)

NOTE: This will force licensees who use automation to update their tests.
#codereview: jason.bestimt, mike.fricker, ben.salem

[CL 2672561 by Adric Worley in Main branch]
2015-08-28 13:23:02 -04:00
Robert Manuszewski
6d2593c220 Back out changelist 2657809 - we need IntroTutorials loaded for commandlets (ResavePackages would fail otherwise)
[CL 2657988 by Robert Manuszewski in Main branch]
2015-08-17 12:32:51 -04:00
Robert Manuszewski
9a31c1999e Don't load IntroTutorials module when running commandlets.
It's loading tutorial content and cook commandlet is cooking it otherwise.

[CL 2657809 by Robert Manuszewski in Main branch]
2015-08-17 10:26:55 -04:00
Ben Marsh
f818b5e854 Allow setting the build changelist at runtime in modular builds, through the version manifests.
[CL 2656517 by Ben Marsh in Main branch]
2015-08-14 15:11:19 -04:00
Matt Kuhlenschmidt
52b170ac01 Merged from Orion CL 2656424
Fix poorly named stat around Slate tick

[CL 2656427 by Matt Kuhlenschmidt in Main branch]
2015-08-14 14:28:11 -04:00
Ben Marsh
3b30d23ec5 Move GEngineVersion into FEngineVersion::Current(), and GCompatibleWithEngineVersion to FEngineVersion::CompatibleWith().
#platformnotify Josh.Adams

[CL 2655102 by Ben Marsh in Main branch]
2015-08-13 15:44:02 -04:00
Rolando Caloca
fb36d08aae UE4 - Compile fix
[CL 2654705 by Rolando Caloca in Main branch]
2015-08-13 11:13:53 -04:00
Rolando Caloca
0fd202d468 UE4 - Fix RHIThread not getting deleted when quitting
[CL 2654640 by Rolando Caloca in Main branch]
2015-08-13 10:53:13 -04:00
bozaro
c8b1cdd8a5 PR #1455: Don't show GUI message on project compilation failure in unattended mode (Contributed by bozaro)
[CL 2651071 by Ben Marsh in Main branch]
2015-08-11 09:28:16 -04:00
Josh Adams
014e038c0a - Fixed init order to setup streaming after UObjects are initialized (texture streaming uses DeviceProfiles which are initialized via properties with the UObject system).
#codereview niklas.smedberg

[CL 2644115 by Josh Adams in Main branch]
2015-08-04 17:07:57 -04:00
Ben Marsh
95416220b5 Include subdirectories when searching for module manifests. Fixes missing target platforms in the editor.
#codereview Dmitriy.Dyomin

[CL 2643391 by Ben Marsh in Main branch]
2015-08-04 10:13:20 -04:00
Dmitriy Dyomin
5f31b170a2 Temporaly disabling FVersionedModuleEnumerator as it does not discovers modules in sub-folders
#codereview Ben.Marsh

[CL 2643071 by Dmitriy Dyomin in Main branch]
2015-08-04 00:40:59 -04:00
Ben Marsh
3733f73569 When compiling a modular target, write out a manifest of build products to each output directory listing the valid modules in that directory and their version. Allows faster switching of changelists when using UGS (because it's no longer necessary to re-link all modules), and safeguards against stale DLLs from a different target causing loader errors. Uses compiled-in API version if BUILT_FROM_CHANGELIST is non-zero.
[CL 2641800 by Ben Marsh in Main branch]
2015-08-03 08:47:15 -04:00
Rolando Caloca
6c66988a47 UE4 - Integrate MS D3D12 RHI; added RHIPostInit()
[CL 2624980 by Rolando Caloca in Main branch]
2015-07-17 17:28:57 -04:00
Peter Sauerbrei
c64d01dbd6 ddc stats
[CL 2624485 by Peter Sauerbrei in Main branch]
2015-07-17 13:13:31 -04:00