- The change is authored by Steve Robb.
- Can make code more efficient by passing some args by value.
- Ugly due to typename not allowed outside of templates by MSVC (error C2899).
#codereview Mike.Fricker, Josh.Adams, Nick.Penwarden, Steve.Robb, Michael.Trepka, Marcus.Wassmer, Gil.Gribb
[CL 2287913 by Dmitry Rekman in Main branch]
- Shaved over *half a second* of the best case iterative build times with UnrealBuildTool
- When assembling a build from an existing UBTMakefile, we now load Target information from the makefile instead of from the C# assembly
[CL 2278065 by Mike Fricker in Main branch]
#BUN UnrealMath updates
* added RotationAboutPointMatrix
* Added static Make() methods for the various derived FMatrix types. Allows single expressions that return an FMatrix so we don't have to rely on implicit conversion (which will break some generic programming).
* Simplified the implementation of FQuat::MakeFromEuler.
Change 2122848 on 2014/07/01 01:04:31 by Wes.Hunt@WHUNT-UE4-MAIN
Added SlateLayoutTransform to store a 2D translation and uniform scale (for FGeometry).
#BUN Added SlateTransformCalculus for handling arbitrary transform manipulation. See documentation in header.
Change 2123889 on 2014/07/01 17:12:40 by Wes.Hunt@WHUNT-UE4-MAIN
Remove unncessary use of FGeometry.
Change 2221407 on 2014/07/16 17:58:20 by Wes.Hunt@WHUNT-UE4-MAIN
TransformCalculus changes
* Move 2D versions of functions into SlateLayoutTransform header to separate it from the base 3D stuff.
* FSlateLayoutTransform is scale then translate now instead of translate then scale.
* TransformPosition -> TransformPoint
* Added a version of Concatenate taking 4 transforms.
* Update docs.
Change 2221408 on 2014/07/16 17:58:39 by Wes.Hunt@WHUNT-UE4-MAIN
Adjustments to Slate headers and PCH
Change 2221409 on 2014/07/16 17:59:07 by Wes.Hunt@WHUNT-UE4-MAIN
Transform calculus support for SlateRects
Change 2221459 on 2014/07/16 18:41:13 by Wes.Hunt@WHUNT-UE4-MAIN
#BUN SWindow changes
* Added GetLocalToScreenTransform. (Screen space == Desktop space)
** Basically contains the ApplicationScale and Window offset from the desktop.
* Added GetLocalToWindowTransform (Window space == Desktop space without the window offset)
* Added GetClientRectInScreen
** Allows code to know exactly WHERE the client rect is in the window.
* Refactored GetWindowGeometryInScreen and GetWindowGeometryInWindow to use the new methods above.
* SPopupLayer::OnArrangChildren refactored to clarify transformational spaces and use transformation calculus to do the work.
** This fixes PopupLayer to correctly account for the scale of the widget it is presenting a popup for.
** MenuAnchors that that create new SWindows still do no correctly account for scale.
Change 2221464 on 2014/07/16 18:45:25 by Wes.Hunt@WHUNT-UE4-MAIN
Render Transforms initial checkin. Lots of cleanup to do, but this is functionally working for all basic widgets and draw elements in slate. Main feature todos:
* restore pixel snapping.
* handle clipping in the presence of rotation.
Change 2226298 on 2014/07/21 21:22:46 by Wes.Hunt@WHUNT-UE4-MAIN
Use a better method to get the window's rectangle.
Change 2227809 on 2014/07/22 20:41:57 by Wes.Hunt@WHUNT-UE4-MAIN
Add 2D version of TransformVector to SlateTransform.
Change 2232085 on 2014/07/25 16:32:15 by Wes.Hunt@WHUNT-UE4-MAIN
Implement CPU pixel snapping even under render transform. This is pretty CPU intensive, but a reasonable POC.
Change 2232090 on 2014/07/25 16:33:10 by Wes.Hunt@WHUNT-UE4-MAIN
Font cache fixes for padding.
* Add 1 pixel of padding around all fonts.
* Fix font cache to properly handle padding
* Fix font cache to handle texture elements of zero size with non-zero padding.
Change 2232350 on 2014/07/25 19:50:11 by Wes.Hunt@WHUNT-UE4-MAIN
#BUN Updated FSlateTextureAtlas padding logic.
* Added ESlateTextureAtlasPaddingStyle which lets you choose from three atlasing padding styles:
* NoPadding - don't apply any padding (used to be Padding == 0).
* DilateBorder - copy border edges to apply 1-pixel padding (used to be Padding == 1).
* PadWithZero - expand 1-pixel border and fill it with zeros (new style).
* removed notion of Padding > 1 pixel from atlasing. It wasn't useful as we don't support mips or aniso filtering.
* Also the existing code didn't actually handle Padding > 1.
* FontCache now uses PadWithZero padding so upon zooming text, the edges get smoother.
Change 2237962 on 2014/07/31 02:17:28 by Wes.Hunt@WHUNT-UE4-MAIN
TransformCalculus tweak.
* Core Concatentate(T,T) no longer assumes the return type is T. Uses decltype(T.Concat(T)) instead.
Change 2237964 on 2014/07/31 02:21:31 by Wes.Hunt@WHUNT-UE4-MAIN
#BUN Added a full suite of transform types for 2D transformations that are transform calculus aware:
* FSlateScale2D
* FSlateShear2D
* FSlateQuat2D
* FSlateMatrix2x2
Added appropriate overloads and ConcatenateRules for all combinations, making them compatible with FSlateTransform and FSlateLayoutTransform.
FSlateTransform is now implemented in terms of a decomposed Matrix3x2.
Change 2237972 on 2014/07/31 02:30:45 by Wes.Hunt@WHUNT-UE4-MAIN
Remove 4x4 matrix from FSlateTransform
Change 2238004 on 2014/07/31 03:11:42 by Wes.Hunt@WHUNT-UE4-MAIN
FSlateTransform -> FSlateRenderTransform.
Change 2238714 on 2014/07/31 15:16:18 by Wes.Hunt@WHUNT-UE4-MAIN
#BUN Moved TransformCalculus into Core/Math.
* Split into TransformCalculus, 2D, and 3D support.
* FSlateRenderTransform is now just a typedef.
* Renamed 2D transform types to remove "Slate" from their name.
Change 2240437 on 2014/08/01 19:08:59 by Wes.Hunt@WHUNT-UE4-MAIN
Restore funky logic in deprecated FGeometry::MakeChild implementations.
* legacy FGeometry::MakeChild functions took OffsetFromParent in the local space of the widget. This therefore CANNOT be the layout transform offset, because that needs to be in parent space for the transform of P * S + T to work correctly.
* Therefore, the legacy functions now expect the ChildOffset to be in child space and re-apply the child scale to put them back into parent space.
* This fixes the NodePanels to properly handle zooming around the mouse cursor point.
Change 2242769 on 2014/08/04 13:44:33 by Wes.Hunt@WHUNT-UE4-MAIN
remove local layout transform storage from FGeometry.
Change 2242771 on 2014/08/04 13:45:59 by Wes.Hunt@WHUNT-UE4-MAIN
Update Declarative syntax support to call it RenderTransform instead of Transform.
Change 2245872 on 2014/08/06 14:45:44 by Wes.Hunt@WHUNT-UE4-MAIN
#BUN Add GetBottomRight function to FSlateRect.
Change 2246129 on 2014/08/06 17:32:04 by Wes.Hunt@WHUNT-UE4-MAIN
SThrobber now supports render transforms.
Key is to not use deprecated members of FPaintGeometry, which should be treated as immutable (at least public members shouldn't be modified withotu modifying the new members as well).
Change 2247782 on 2014/08/07 19:12:57 by Wes.Hunt@WHUNT-UE4-MAIN
Clipping widgets now works under render transforms, FPaintGeometry legacy fixes.
* Expanded FSlateVertex by 2 bytes to pass in local position.
* Change clipcoords to be passed in local space.
* Remove WorldPosition interpolator. Replaced by LocalPosition interpolator.
FPaintGeometry fixes
* FPaintGeometry now takes Size in LocalSpace unless using a legacy ctor. Avoid transform-and-back that was occurring when creating from an FGeometry, which already had it in local space, and rendering, which now wants it in local space.
* FPaintGeometry again supports mutability when using legacy members (like DrawPosition). This allows legacy code to mutate an FPaintGeometry, which is committed to a render transform right before rendering.Hacky, but allows legacy code that treated FPaintGeometry as a plain-old-struct to work.
* Removed a legacy ctor of FPaintGeoemtry that was not being used.
Misc:
* Turned off pixel snapping code in ElementBatcher because the FSlateVertex is doing it during construction.
* Still texture filtering artifacts to figure out, so the last word has not been spoken on this yet!
* Tweaked FGeometry::MakeRoot to use the non-render transform ctor since it doesn't need to use it.
* Removed /*WindowSpace*/ Size member from SlateDrawElement.
* SlateDrawElement::GetRotationPoint vastly simplified by using Local space.
* Moved slate cycle counters back to the top of the function in ElementBatcher.
* Uninlined FSlateVertex ctors so I can tweak their rounding rules without a full recompile.
Change 2247790 on 2014/08/07 19:20:01 by Wes.Hunt@WHUNT-UE4-MAIN
SSlider no longer uses MakeRotatedBox, correctly handles render transforms.
* Now uses a render transform to draw a vertical slider handle instead of MakeRotatedBox.
* Since we don't support layout transforms, we also have to adjust the clip rect to account for the render-only transform, and make it act like a layout transform.
Change 2249106 on 2014/08/08 19:13:21 by Wes.Hunt@WHUNT-UE4-MAIN
Slate clipping now done in window space again.
* This addresses subpixel jittering that occured on otherwise stable clip rects because local space was moving underneath, and transforming the clip rect to local space created occasional rounding errors.
* Implemented a vectorized point-in-parallelogram check in the pixel shaders to do this. Now pass clip rect in slightly differently, and moved to a float16 to allow better clip precision under rotation. But the vertex data remains the same size.
* Moved some more common transform work into FSlateVertex constructor to save duplication.
* Removed construction of local clip rect as it's no longer needed except for text rendering.
* Hoisted construction of local clip rect out of the text drawing character loop (whoops).
* Precompute InverseLayoutTransform in draw code as we use that a lot now.
* Fixed OGL renderer to work.
Change 2249123 on 2014/08/08 19:45:19 by Wes.Hunt@WHUNT-UE4-MAIN
SProgressBar no longer uses a temporary PaintGeometry to create the inner clipping rect for drawing, it directly inflates the clipping rect now. Also tried to adjust the coords to reduce jitter in the one-pixel padding.
Change 2251914 on 2014/08/11 16:26:12 by Wes.Hunt@WHUNT-UE4-MAIN
Fixing HitTest 2.0 to work with latest code.
* Added AppendTransform to FGeometry to preserve immutability of the struct.
Change 2253023 on 2014/08/12 10:30:23 by Wes.Hunt@WHUNT-UE4-MAIN
Fixing Slate RHI Renderer to use new screenspace clipping with render transforms.
Change 2253090 on 2014/08/12 11:36:16 by Wes.Hunt@WHUNT-UE4-MAIN
Fix SClippingHorizontalBox to use immutable FGeometry position. Also fix to properly support scale in when it needs to clip children.
Change 2253701 on 2014/08/12 17:48:06 by Wes.Hunt@WHUNT-UE4-MAIN
#BUN Round viewport rect instead of trunc to match how slate does it now (fixes 1:1 pixel error on SViewports). Need to abstract slate rounding internals so clients don't have to guess.
Change 2255403 on 2014/08/13 19:08:25 by Wes.Hunt@WHUNT-UE4-MAIN
#BUN Added LayoutGeometry class.
Change 2255404 on 2014/08/13 19:10:40 by Wes.Hunt@WHUNT-UE4-MAIN
#BUN Made FGeometry public members const to catch all mutating uses of them. Added some hacks in the implementation to make it backward compatible.
Removed the AccumulatedLayoutTransform, since it was just a copy of AbsolutePosition and Scale. Now all code creates the layout transform on the fly from those members. Still functionally the same.
Added support for MakeChild using FLayoutGeometry.
Change 2255405 on 2014/08/13 19:12:39 by Wes.Hunt@WHUNT-UE4-MAIN
Changed SSplitter and Splitter2x2 to use FLayoutTransforms where possible. Now only calls ArrangeChildren() when rendering, avoiding accumulating the layout transforms and storing the render transforms altogether.
Change 2265162 on 2014/08/20 18:24:04 by Wes.Hunt@WHUNT-UE4-MAIN
Implement MakeRotatedBox in terms of a render transform. Remove all shader code associated with rotating.
Change 2268034 on 2014/08/22 17:40:05 by Wes.Hunt@WHUNT-UE4-MAIN
More 2D transform cleanup.
* Removed a bunch of todo comments from the code, and converted them to more of a final form for main.
* #BUN Removed FGeometry::CenteredPaintGeometryBelow as it was misleading, and users of the function were forced to mutate the resulting FPaintGeometry.
* #BUN Removed FGeometry::GetRect() because it returned a rect in a weird space if the local scale != 1. Only one place in the code actually used it.
Change 2268096 on 2014/08/22 18:12:41 by Wes.Hunt@WHUNT-UE4-MAIN
Clean up more stuff in FPaintGeometry.
* #BUN Removed ToSlateRect and Identity().
* Removed storage of accumulated layout transform, since DrawPosition and DrawScale implicitly stored it.
* Removed a bunch of todo comments and converted them to a more final form.
Change 2270989 on 2014/08/25 15:48:46 by Wes.Hunt@WHUNT-UE4-MAIN
Add support for Concatenate with 5 transforms.
Change 2271394 on 2014/08/25 19:12:53 by Wes.Hunt@WHUNT-UE4-MAIN
#BUN Added an OffsetBy function to FSlateRect
Change 2271395 on 2014/08/25 19:13:56 by Wes.Hunt@WHUNT-UE4-MAIN
Added a version of FSlateRotatedRect that uses regular floats, also added IsUnderLocation ToBoundingRect function for overlap testing.
Change 2271396 on 2014/08/25 19:14:38 by Wes.Hunt@WHUNT-UE4-MAIN
HitTest 2.0 now works with render transforms.
#codereview:matt.kuhlenschmidt,nick.atamas
[CL 2276499 by Wes Hunt in Main branch]
Lots of environmental stuff read once per platform change instead of multiple times per file compiled.
VC environment state moved into its own class/file.
Environment passed around instead of globally referenced.
#codereview robert.manuszewski,mike.fricker,senastian.kowalczyk,ankit.khare,phillip.kavan
[CL 2271997 by Steve Robb in Main branch]
- Actually turned off exceptions as Clang can't handle them yet
- Switched LLVM target to "msvc" mode instead of vanilla win32
- Added comments about third party libraries that cannot link using LLD yet (after doing tests)
[CL 2262369 by Mike Fricker in Main branch]
- PDB files are now emitted from Clang (currently do not work with MSVC breakpoints)
- /EHsc option is now passed to the compiler (but Clang doesn't actually supported SEH exceptions yet)
- ICU is now enabled with Clang compiling
[CL 2260910 by Mike Fricker in Main branch]
- Fixed bad casting in "slow task" window creation code
- Also added comment about treating warnings as errors with Clang
[CL 2260828 by Mike Fricker in Main branch]
- Enables support for 64-bit compiling under Clang on Windows platform
- Adds initial support for LLVM linker on Windows (WindowsPlatform.bAllowClangLinker) (NOT working yet.)
- Miscellaneous Clang compiling fixes
[CL 2258235 by Mike Fricker in Main branch]
UpdateVersion read from registry.
New flag used based on version number read from registry.
Some refactoring.
#codereview robert.manuszewski,mike.fricker
[CL 2258088 by Steve Robb in Main branch]
UnrealBuildTool 'Makefiles' allow for very fast iterative builds.
- New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default)
- Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time.
- Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly.
- The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully.
- Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information.
- Events that can invalidate the 'UBT Makefile':
- Adding/removing .cpp files
- Adding/removing .h files with UObjects
- Adding new UObject types to a file that didn't previously have any
- Changing global build settings (most settings in this file qualify.)
- Changed code that affects how Unreal Header Tool works
- You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files
- New command-line parameters added:
- "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes)
- "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled
- "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything
- "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled
- "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not
- "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must
Other changes:
- UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different
- C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization)
- The method that UBT uses to find the CoreUObject module timestamp was rewritten
- Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks
- The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable
- Cleaned up the comments and member variables in the "Action" class, while making it serializable
- Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles.
- Removed support for Actions to tinker with Stdout and Stderror (was not used for anything)
- Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file
- Plugin intermediate include directories are now selected on demand rather than cached early
- Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile)
- Removed Action.StatusDetailedDescription, was not used for anything
- Removed UEBuildConfiguration.bExcludePlugins, was not used for anything
- Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything
[CL 2254472 by Mike Fricker in Main branch]
- Adds experimental super-fast C++ outdated file checking
- This feature is turned off for now as we continue to test and improve it
- You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml
- Here is the basic idea:
- We no longer exhaustively scan all includes and build up a big graph every invocation
- Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled
- The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin")
- On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date
- Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature.
UnrealBuildTool: Determination of which modules have UObjects is now faster
- We now cache which modules have UObjects and load those for the next session
UnrealBuildTool: Module "shared" precompiled header determination is now much faster
- We no longer scan all C++ includes for a module to figure out which "shared" PCH to use
- Instead, we use the module dependencies specified in the module's *.Build.cs file
- For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH
Other UBT optimizations:
- Reduced calls to string formatting functions when setting up API definitions for all modules
- Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml
- We no longer check for "external" headers when scanning includes (this code didn't work at all)
- Optimized CleanDirectorySeparators() utility function to avoid string copies
Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder
[CL 2238266 by Mike Fricker in Main branch]
#TTP 342328 (HTML5: Packaging Blueprint projects fails)
- A compiler generated file was missing from the manifest, fixed
- clean up - instead of calling static functions, call virtual function on tool chain, move platform specific code to derived tool chains.
#codereview peter.sauerbrei
[CL 2236049 by Ankit Khare in Main branch]