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MAJOR FEATURES + CHANGES
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Change 2719147 on 2015/10/07 by Mark.Satterthwaite
Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track.
Change 2719182 on 2015/10/07 by Mark.Satterthwaite
Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient.
Change 2719185 on 2015/10/07 by Mark.Satterthwaite
Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw.
Change 2719434 on 2015/10/07 by Mark.Satterthwaite
Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server.
Change 2724764 on 2015/10/12 by Josh.Adams
[Initial AppleTV support]
Merging //depot/YakBranch/... to //UE4/Dev-Platform/...
Change 2726266 on 2015/10/13 by Lee.Clark
PS4 - Calc reserve size required for DMA copy when using unsafe command buffers
Change 2726401 on 2015/10/13 by Mark.Satterthwaite
Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected.
#jira UE-15228
Change 2726421 on 2015/10/13 by Lee.Clark
PS4 - Don't try to clear invalid targets
Change 2727040 on 2015/10/13 by Michael.Trepka
Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72
Change 2729783 on 2015/10/15 by Keith.Judge
Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty.
Change 2729847 on 2015/10/15 by Mark.Satterthwaite
Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff.
#jira UE-21992
Change 2729865 on 2015/10/15 by Keith.Judge
Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition.
Change 2729897 on 2015/10/15 by Keith.Judge
Fast Semantics - Make sure all GetData() calls are made safe with GPU fences.
Change 2729972 on 2015/10/15 by Keith.Judge
Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly.
This should be marginally quicker as it stops a double call to ClearState().
Change 2731503 on 2015/10/16 by Keith.Judge
Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict).
Change 2731596 on 2015/10/16 by Keith.Judge
Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.
Change 2731928 on 2015/10/16 by Michael.Trepka
PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl)
Change 2731934 on 2015/10/16 by Michael.Trepka
PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura)
Change 2732018 on 2015/10/16 by Mark.Satterthwaite
Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached.
- The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders.
- Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this.
- Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL.
Change 2732365 on 2015/10/16 by Josh.Adams
- Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On)
Change 2733170 on 2015/10/18 by Terence.Burns
Fix for Android IAP query not returning entire inventory.
Change 2733174 on 2015/10/18 by Terence.Burns
Fix Movie player issue where wait for movie to finish isnt being respected.
Seems a stray bUserCanceled event flag was causing this not to be observed.
Added some verbose logging to apple movie player.
Change 2733488 on 2015/10/19 by Mark.Satterthwaite
Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information.
- Fixed a bug that would cause invalid shader membership and draw state information to be logged.
- Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too.
Change 2735226 on 2015/10/20 by Mark.Satterthwaite
Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently.
#jira UE-21214
#jira UE-19913
Change 2736722 on 2015/10/21 by Daniel.Lamb
Improved performance of cooking stats system.
Change 2737172 on 2015/10/21 by Daniel.Lamb
Improved cooking stats performance for ddc stats.
You can now use GetStatData to get all of the stat data for a file (its timestamps, size, read-only state, and type (file or directory)) in a single file-system request. Depending on the platform, this can be much more efficient than making multiple requests.
This change also adds alternate directory iteration functions (IterateDirectoryStat and IterateDirectoryStatRecursive) for when you need the stat data along with the files/directories on disk. For platforms that provide this stat data as part of the low-level directory iteration (such as Windows), this can yield much better performance than making two separate file-system requests. Platforms that do not provide this information as part of the directory iteration will just perform a stat request while iterating.
#platformnotify Josh.Adams
[CL 2634161 by Jamie Dale in Main branch]
Fixes bug where Fortnite cooked builds being unable to open log files through PlatformFilePak since they are open for write.
Merged //depot/UE4-Fortnite/Engine/Source/Runtime/... to //depot/UE4/Engine/Source/Runtime/...
[CL 2580616 by Eric Newman in Main branch]
- Currently essential on Windows only; other platforms may make use of this when managing file handles.
#codereview Eric.Newman, Robert.Manuszewski, Josh.Adams, Michael.Trepka, Chris.Babcock, Marcus.Wassmer, Peter.Sauerbrei
[CL 2480709 by Dmitry Rekman in Main branch]
Fix CreateDirectory to support multiple drive letters on Xbox One.
Fix some full path stomping on Xbox One.
Log to developer scratch partition by default on Xbox One.
[CL 2352498 by Jeff Campeau in Main branch]
Remove async read/write path for now - the server never supported really supported full duplex so the extra complexity is probably not worth it. Need to rethink how async path should work.
[CL 2109385 by Ankit Khare in Main branch]
TTP: 318779 HTML5: Network File System.
Allow the network file system to also serve HTTP clients besides TCP, defaults to TCP.
- Refactor NFS to avoid socket depedency in code path, provide switchable implementations for the transport used.
- Remove INetworkFileServerConnection Interface, was not being used publically.
- WIP: Build improvments, more testing for target HTML5 platform, comments, support on Mac and Linux Platforms.
#codereview: peter.sauerbrei
[CL 2103382 by Ankit Khare in Main branch]