Commit Graph

89 Commits

Author SHA1 Message Date
Jeff Campeau
a8415c1eeb Fix to round up for mip size estimation
[CL 2706989 by Jeff Campeau in Main branch]
2015-09-25 18:33:00 -04:00
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
Marcus Wassmer
b68a0a6d84 Move IndirectLighitngCache update to a task to overlap with shadow setup.
Also some small improvements to the ILC update itself.

[CL 2690697 by Marcus Wassmer in Main branch]
2015-09-14 15:15:54 -04:00
Gil Gribb
2bff847be0 UE4 - Lots of changes to the task graph include new experimental scheduler, current used on PS4, but expected to be used on all platforms after it shakes out.
[CL 2680413 by Gil Gribb in Main branch]
2015-09-04 11:22:22 -04:00
Nick Whiting
261eaa306f #vr Experimental: Adding in StereoPanorama plugin, which supports exporting stereoscopic movies from the engine
[CL 2665321 by Nick Whiting in Main branch]
2015-08-22 14:43:09 -04:00
Bob Tellez
8a69feef54 [AUTOMERGE]
#UE4 Fixed a couple bugs causing gathered stats to be discarded before they are processed

#RB Gil.Gribb

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2653709 by Bob.Tellez on 2015/08/12 18:32:24.

[CL 2653710 by Bob Tellez in Main branch]
2015-08-12 18:33:47 -04:00
John Barrett
aa0f63bd8f Updated use of deprecated linked list method.
[CL 2629055 by John Barrett in Main branch]
2015-07-22 12:11:55 -04:00
Rolando Caloca
c6f04247f8 UE4 - Fix for togglerenderingthread on D3D12
#codereview Gil.Gribb, Marcus.Wassmer

[CL 2627806 by Rolando Caloca in Main branch]
2015-07-21 14:31:06 -04:00
Rolando Caloca
5c1043e9a5 UE4 - D3D12 fix
#codereview Gil.Gribb

[CL 2627367 by Rolando Caloca in Main branch]
2015-07-21 10:11:56 -04:00
Nick Whiting
725f67b353 #gearvr Updating to 0.6.0 mobile sdk. Code review for Chris to verify deployment code and plugin packaging in UEDeployAndroid.cs
#codereview chris.babcock

[CL 2620379 by Nick Whiting in Main branch]
2015-07-14 13:03:11 -04:00
Marcus Wassmer
8a49574735 Vertex and Index buffer write locks on PS4 no longer require memcopies.
RHi now provides CreateAndLock functions for Vertex and Index buffers which are more efficient on certain platforms.
Use r.PS4StandardWriteLocks=1 to enable the old default functionality for testing if necessary.
#codereview Gil.Grib,Lee.Clark

[CL 2606146 by Marcus Wassmer in Main branch]
2015-06-30 14:18:55 -04:00
Jack Porter
8618807af5 Minor comment changes to mobile decals
[CL 2600154 by Jack Porter in Main branch]
2015-06-25 02:49:34 -04:00
Dmitriy Dyomin
f3b06e2b85 Add limited decal support on mobile UE-11981
Fixed: Stencil test does not work on mobile UE-16664 (still doesn't work on metal)
#codereview Jack.Porter, Martin.Mittring

[CL 2600130 by Dmitriy Dyomin in Main branch]
2015-06-25 02:07:29 -04:00
Gil Gribb
1466f07a0f UE4 - fix threading issue with movie playback and no rhi thread
[CL 2595622 by Gil Gribb in Main branch]
2015-06-22 12:26:55 -04:00
Marcus Wassmer
bab3c9593b Tick movie player at a higher frequency for smoother playback.
Also fix  tearing issues with PS4 movie playback.
#codereview matt.kuhlenschmidt,lee.clark

[CL 2587822 by Marcus Wassmer in Main branch]
2015-06-15 16:35:54 -04:00
Bob Tellez
1d51305305 [AUTOMERGE]
#UE4 Remove WITH_EDITORONLY_DATA around assignment and use of GRenderingThreadError and GErrorHist to display rendering thread crashes in non-editor builds

#codereview Robert.Manuszewski

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2567784 by Bob.Tellez on 2015/05/27 20:38:28.

[CL 2570691 by Bob Tellez in Main branch]
2015-05-29 12:48:01 -04:00
Gil Gribb
356a7d8f96 UE4 - Large upgrade to parallel rendering. No longer block per pass. Several RHI cmdlist passthrough functions added and implemented on the consoles
[CL 2570510 by Gil Gribb in Main branch]
2015-05-29 10:47:57 -04:00
Robert Manuszewski
eed7377de0 Support for suspending async loading.
- Async loading will now be suspended when render thread is suspended. This fixes a rare crash on startup.
- Fixed an infinite loading screen in situation when a package hasn't finished loading but was in a queue to be finalized on the game thread and something requested it to load again.

[CL 2566673 by Robert Manuszewski in Main branch]
2015-05-27 11:02:10 -04:00
Martin Mittring
a9af524d98 removed GRenderingRealtimeClock.GetGamePaused(), added FSceneViewFamily.bWorldIsPaused to support multiple worlds and for cleaner code
[CL 2514923 by Martin Mittring in Main branch]
2015-04-16 16:29:54 -04:00
Dan Oconnor
ff8f481e10 Modified fixes for PVS-Studio warnings, mostly adding comments to warnings that were disabled. A few reworked fixes where needed.
[CL 2507311 by Dan Oconnor in Main branch]
2015-04-09 16:42:44 -04:00
Rolando Caloca
d918c16ae2 UE4 - Added 5 & 6 param macros
ENQUEUE_UNIQUE_RENDER_COMMAND_FIVEPARAMETER and ENQUEUE_UNIQUE_RENDER_COMMAND_SIXPARAMETER

[CL 2506999 by Rolando Caloca in Main branch]
2015-04-09 13:23:58 -04:00
Mike Fricker
114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed

PR #1002 -- Thank you, Omar007!

[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00
Robert Manuszewski
8fe5db30e3 Merging UE4-Streaming to UE4
- Linkers are no longer UObjects. Renamed ULinker, ULinkerLoad and ULinkerSave to FLinker, FLinkerLoad, FLinkerSave respectively
- Linkers are now associated with their UPackages
- Linker version is now stored in UPackages
- Async loading is now performed on a separate thread (if platform supports it and only in cooked builds), with the exception of PostLoad which is still done on the game thread
- Added UObject::IsPostLoadThreadSafe() function to determine if PostLoad is thread safe and can be executed on the async loading thread (defaults to false)
- UObject creation is now thread safe and can be performed on any thread
- Move many of the linker/UObject globals into FUObjectThreadContext (TLS)
- GetAsyncLoadPercentage() now takes PostLoad into account
- More async loading stats
- Added AtomicallySetFlags/ClearFlags to UObject
- Made FModuleManager thread safe.
- Added FGCScopeGuard as means of preventing GC from executing from non-game thread
- It's possible to disable async loading thread through ini settings.
- Cancelling async loading will now also trigger GC
- Implemented a basic version of async streaming priorities.

Change 2410813 by Mikolaj Sieluzycki:
	Change Sleep in while loop to ConditionalSleep in FMultiReaderSingleWriterGT
Change 2410734 by Mikolaj Sieluzycki:
	Make FModuleManager thread safe.
Change 2399879 by Mikolaj Sieluzycki:
	Basic version of async streaming priorities.
Change 2410707 by Mikolaj Sieluzycki:
	Implement conditional and no stat versions of sleep.
Change 2371939 by Robert Manuszewski:
	Async Loading Improvements: adding more stats (accumulators)
Change 2372403 by Robert Manuszewski:
	Fixing compile errors when STATs are not enabled
Change 2371526 by Robert Manuszewski:
	AsyncLoading Improvements (WIP)
Change 2407198 by Robert Manuszewski:
	Re-implementing delegate fixes for Async Loading
Change 2407425 by Robert Manuszewski:
	Re-implementing cancelling async loading in the async loading branch.
Change 2484362 by Robert Manuszewski:
	Making it possible to disable async loading thread through ini settings.
Change 2484744 by Robert Manuszewski:
	Minimizing locks in GC and other threads when handling UObjects
Change 2480190 by Robert Manuszewski:
	Fixing infinite stall after canceling async loading in non-cooked builds
Change 2484268 by Robert Manuszewski:
	Fixing crash when allocating permanent object pool.
Change 2489761 by Robert Manuszewski:
	Fixing BulkData using linker archive on the main thread even if the linker was created on the async loading thread.
Change 2493624 by Robert Manuszewski:
	Cancelling async loading will now also trigger GC
Change 2487881 by Robert Manuszewski:
	Making ShaderIdMap operations thread safe.
Change 2488067 by Robert Manuszewski:
	Fixing GetAsyncLoadPercentage. It will now also respect PostLoad.
Change 2458640 by Robert Manuszewski:
	Fixing crash in PIE
Change 2458825 by Robert Manuszewski:
	Fixing a few crashes when streaming and the package is missing.
Change 2476935 by Robert Manuszewski:
	Fixing crash while async loading ANavigationData
Change 2477361 by Robert Manuszewski:
	Fixing crashes in cooked game
Change 2480095 by Robert Manuszewski:
	Making FUObjectArray more thread safe
Change 2475443 by Robert Manuszewski:
	Re-enabling single-threaded async loading path for the editor and platforms that don't support multithreading.
Change 2475458 by Robert Manuszewski:
	Making sure bulk data is only loaded on a separate thread if it's not being loaded on the async loading thread.
Change 2476661 by Robert Manuszewski:
	Fixing FlushAsyncLoading not flushing everything
Change 2401089 by Jaroslaw Surowiec:
	Core - Added AtomicallySetFlags/ClearFlags to UObject, added a comment to ThisThreadAtomicallyClearedRFUnreachable

[CL 2498249 by Robert Manuszewski in Main branch]
2015-04-01 03:03:18 -04:00
Gil Gribb
a6344aaf0b UE4 - remove several ifdefs related to parallel rendering making it available for DX12 and any PC RHI
[CL 2489182 by Gil Gribb in Main branch]
2015-03-24 08:49:41 -04:00
Jaroslaw Surowiec
9aee7dc31d Core - Runnable improvements
#codereview Robert.Manuszewski

[CL 2489120 by Jaroslaw Surowiec in Main branch]
2015-03-24 07:29:32 -04:00