Commit Graph

61 Commits

Author SHA1 Message Date
charles bloom
04ffabc485 ImageWrapper and import/export refactor
FImage is now the standard preferred type for a bag of pixels
FImageView can point at pixels without owning an allocation
ERawImageFormat (FImage) converts to ETextureSourceFormat
FImageUtils provides generic load/save and get/set from FImage
major cleanup in the ImageWrappers
new preferred API is through ImageWrapperModule Compress/Decompress
SetRaw/GetRaw functions cleaned up to not have undefined behavior on unexpected formats
ImageWrapper output added for HDR,BMP,TGA
RGBA32F format added and supported throughout import/export
EditorFactories import/export made more generic, most image types handled the same way using FImage now
Deprecate old TSF RGBA order pixel formats
Fix many crashes or bad handling of unusual pixel formats
Pixel access functions should be used instead of switches on pixel type

#preflight 6230ade7e65a7e65d68a187c
#rb julien.stjean,martins.mozeiko,dan.thompson,fabian.giesen

[CL 19397199 by charles bloom in ue5-main branch]
2022-03-15 18:29:37 -04:00
fred kimberley
7fbfaf57c8 Require explicit constructors/casts when converting between FVector, FVector3d, and FVector3f.
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build

#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18824721 by fred kimberley in ue5-main branch]
2022-02-02 07:59:31 -05:00
andrew davidson
3debbbd465 Fix FVector2D variant casts
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f8719ea6632a34f35e654b

#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18801709 in //UE5/Release-5.0/... via CL 18802160 via CL 18821533
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18821619 by andrew davidson in ue5-main branch]
2022-02-02 01:45:23 -05:00
alexis matte
6fb8917a56 Fix a lock issue in CopyStructure, bulkdata are not playing well with thread so I prefer not using them for such small amount of editor data.
Removing them remove the following debug assert in LinkerLoad.h that happen when we copy FSkeletalMeshLODModel structure.

checkSlow(FPlatformTLS::GetCurrentThreadId() == OwnerThread);

It should also prevent a crash with file handle since we cannot lock two different bulk data in separate thread if the two bulk data are store in the same package since they will share a file handle

#jira UE-137959
#rb danny.couture
#rnx
#preflight 61d86521430de36baa5c471f

#ROBOMERGE-OWNER: alexis.matte
#ROBOMERGE-AUTHOR: alexis.matte
#ROBOMERGE-SOURCE: CL 18558758 in //UE5/Release-5.0/... via CL 18558826
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18558834 by alexis matte in ue5-release-engine-test branch]
2022-01-10 08:51:57 -05:00
alexis matte
94f7c4797e [Backout] - CL18545668
[FYI] Alexis.Matte
Original CL Desc
-----------------------------------------------------------------
Fix a lock issue in CopyStructure, bulkdata are not playing well with thread so I prefer not using them for such small amount of editor data.
Removing them remove the following debug assert in LinkerLoad.h that happen when we copy FSkeletalMeshLODModel structure.

checkSlow(FPlatformTLS::GetCurrentThreadId() == OwnerThread);

It should also prevent a crash with file handle since we cannot lock two different bulk data in separate thread if the two bulk data are store in the same package since they will share a file handle

#jira UE-137959
#rb danny.couture
#rnx
#preflight 61d86521430de36baa5c471f

#ROBOMERGE-AUTHOR: alexis.matte
#ROBOMERGE-SOURCE: CL 18548323 in //UE5/Release-5.0/... via CL 18548343
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18548359 by alexis matte in ue5-release-engine-test branch]
2022-01-07 13:37:19 -05:00
alexis matte
3d90733bc5 Fix a lock issue in CopyStructure, bulkdata are not playing well with thread so I prefer not using them for such small amount of editor data.
Removing them remove the following debug assert in LinkerLoad.h that happen when we copy FSkeletalMeshLODModel structure.

checkSlow(FPlatformTLS::GetCurrentThreadId() == OwnerThread);

It should also prevent a crash with file handle since we cannot lock two different bulk data in separate thread if the two bulk data are store in the same package since they will share a file handle

#jira UE-137959
#rb danny.couture
#rnx
#preflight 61d86521430de36baa5c471f

#ROBOMERGE-AUTHOR: alexis.matte
#ROBOMERGE-SOURCE: CL 18545668 in //UE5/Release-5.0/... via CL 18545691
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18545711 by alexis matte in ue5-release-engine-test branch]
2022-01-07 11:33:39 -05:00
alexis matte
ac5ce98304 Fix issue with inline reduction and postload usersectiondata correction.
#jira UE-132645
#rb richard.talbotwatkin
#preflight 61bb7a96dc58e54b333fc934
#rnx

#ROBOMERGE-AUTHOR: alexis.matte
#ROBOMERGE-SOURCE: CL 18478217 via CL 18479499 via CL 18479503 via CL 18480103 via CL 18481554
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18481826 by alexis matte in ue5-release-engine-test branch]
2021-12-16 19:57:37 -05:00
alexis matte
84c8523eb4 ClothingAssetUtils::GetMeshClothingAssetBindings Should not have a fallback on the render data. In case we have a scope that unbind/bind the cloth assets, the code in between can also unbind/bind the cloth assets, it has to do nothing in that case. Removing the fallback make the nested call behave correctly.
#rb kriss.gosart
#jira UE-137154
#preflight 61b379587540959e323373b2

#ROBOMERGE-AUTHOR: alexis.matte
#ROBOMERGE-SOURCE: CL 18431241 in //UE5/Release-5.0/... via CL 18435333
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)

[CL 18435566 by alexis matte in ue5-release-engine-test branch]
2021-12-10 17:48:54 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
alexis matte
a06c84230c Fix alternate skinning issue
#jira UE-124727
#rb richard.talbotwatkin
#preflight 615711ac7b2a6200016d6f69

#ROBOMERGE-AUTHOR: alexis.matte
#ROBOMERGE-SOURCE: CL 17692132 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v875-17642767)

[CL 17692143 by alexis matte in ue5-release-engine-test branch]
2021-10-01 11:15:15 -04:00
alexis matte
6865ce62e6 Remove original reduction data. Use the source data and the build instead.
#jira UE-123770
#rb richard.talbotwatkin, danny.couture
#rnx
#preflight 614a2277b4b2fb0001a3e833

#ROBOMERGE-AUTHOR: alexis.matte
#ROBOMERGE-SOURCE: CL 17587301 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)

[CL 17587359 by alexis matte in ue5-release-engine-test branch]
2021-09-21 16:06:32 -04:00
josie yang
742d1c2a03 Morph target engine modifications for 3rd party plugin
[FYI] alexis.matte, brian.white, christopher.waters, mihnea.balta, rolando.caloca, will.damon, halfdan.ingvarsson, kevin.ortegren

#ROBOMERGE-AUTHOR: josie.yang
#ROBOMERGE-SOURCE: CL 17444191 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17444481 by josie yang in ue5-release-engine-test branch]
2021-09-07 10:20:14 -04:00
danny couture
b2d9fec6cd Get rid of huge amount of allocs which affects Linux more than Windows due to the allocator used
#rnx
#rb Jarl.Ostensen

#ROBOMERGE-SOURCE: CL 17015216 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v839-17012307)

[CL 17015225 by danny couture in ue5-release-engine-test branch]
2021-08-02 08:48:58 -04:00
Andrew Davidson
3ddc3a4da3 Merge up from //UE5/Dev-LargeWorldCoordinates
#rb none

[CL 16211417 by Andrew Davidson in ue5-main branch]
2021-05-05 15:07:25 -04:00
Marc Audy
01b7c9f4f5 Merge UE5/RES @ 15958325 to UE5/Main
This represents UE4/Main @ 15913390 and Dev-PerfTest @ 15913304

[CL 15958515 by Marc Audy in ue5-main branch]
2021-04-08 14:32:07 -04:00
Marc Audy
0cbbc781ca Merge UE5/Release-Engine-Staging @ 15740152 to UE5/Main
This represents UE4/Main @ 15709114

[CL 15740605 by Marc Audy in ue5-main branch]
2021-03-18 15:20:03 -04:00
Alexis Matte
f7ea964244 Fix re-import of morph target crash when asynchronous skeletal mesh build is enable.
#rb Danny.Couture
#jira FROST-1304

[CL 15699781 by Alexis Matte in ue5-main branch]
2021-03-15 15:52:42 -04:00
danny couture
58c7b5e3aa Add missing FGCScopeGuard when creating MorphTarget which can potentially run from another thread when async skeletal mesh feature is activated
#rb Alexis.Matte

[CL 15653937 by danny couture in ue5-main branch]
2021-03-09 09:40:13 -04:00
danny couture
6929adbfaa Skeletal Mesh Async Compilation Framework (Phase 1)
Phase 1 adds the async compilation without introducing any higher-level awareness.
  This step provides the biggest performance improvements by allowing skeletal mesh to be compiled in
  multiple threads but stalls are expected to occur before the level has finished loading as soon as
  properties of skeletal meshes are accessed by the game-thread.

  - Make skeletal mesh reduction and renderdata building thread-safe where needed
  - Add protection on all USkeletalMesh accessors so the game-thread can wait on data still being built if needed
  - Modify both PostLoad and Build to be async when the feature is enabled
  - Make FRawSkeletalMeshBulkData::LoadRawMesh thread-safe
  - Fix some PropertyChangedEvent name comparison to use strongly typed GET_MEMBER_NAME_CHECKED
  - Add an experimental setting options to enable the feature (disabled by default for now)

DEBUGGING
 - Can be forcibly enabled/disabled through command-line via -asyncskeletalmeshcompilation=[off, on, paused]
 - Can pause skeletal mesh compilation using Editor.AsyncSkeletalMeshCompilation = 2 or -asyncskeletalmeshcompilation=paused
 - Can manually resume a specified amount of paused compilation using Editor.AsyncSkeletalMeshCompilationResume [Num]
 - Can forcibly wait on all compilation using Editor.AsyncSkeletalMeshCompilationFlushAll

BENCHMARKS
  Tested on AMD TR 3970X with 256GB RAM
  - 6m50s to 2m58s for loading P_Construct with a local-only DDC that doesn't contains any prebuilt skeletal mesh
  - 3m10s to 39s for importing 299 SK with the Interchange framework

TESTS
 - Opened all 5769 SK from FortniteGame to exercise all legacy conversion code paths
 - Opened all 102 SK from QAGame
 - Opened P_Construct, Apollo_Terrain, LumenTest, P_World
 - Imported 299 SK with and without Interchange activated
 - Ensure no new regression introduced in any of the 70 SK related tests from EngineTest
 - Run all FBX import test in EngineTest
 - Cook / Run ShooterGame Client

#rb Alexis.Matte

[CL 15452895 by danny couture in ue5-main branch]
2021-02-18 11:19:19 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
Alexis Matte
73d83c6a38 To protect the skeletalmesh when using async operations like build or re-import we deprecate all public member variables of USkeletalMesh class and create the necessary getter and setter. Those member will stay public but will be move to private in a future release.
Adding a public member to USkeletalMesh class is now prohibed since it can break asynchronous operations that will be added next to this submit.

#rb danny.couture
#jira UEENT-3936
#rnx

[CL 14812920 by Alexis Matte in ue5-main branch]
2020-11-25 11:17:08 -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
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
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -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