Matthew Griffin
bb70b349ce
Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
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#lockdown Nick.Penwarden
[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Marcus Wassmer
11ff098ea0
Bind clear color to rendertargets at creation time.
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#codereview Rolando.caloca
[CL 2615534 by Marcus Wassmer in Main branch]
2015-07-09 15:11:37 -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
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[CL 2570510 by Gil Gribb in Main branch]
2015-05-29 10:47:57 -04:00
Mike Fricker
114458bf0f
Clang warning fixes: Fixed missing 'override' specifiers
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- 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
Ben Marsh
149375b14b
Update copyright notices to 2015.
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[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Martin Mittring
dcd3a49e92
refactor FrameTime (moved from View to ViewFamily)
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[CL 2373894 by Martin Mittring in Main branch]
2014-12-02 13:48:22 -05:00
Rolando Caloca
d8a576970e
UE4 - Remove Color parameter on draw events (DEC_*)
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[CL 2334566 by Rolando Caloca in Main branch]
2014-10-20 10:43:43 -04:00
Gil Gribb
598cbb659c
UE4 - allow draw events to work in parallel rendering, some flush tweaks
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[CL 2293700 by Gil Gribb in Main branch]
2014-09-11 09:38:38 -04:00
Graeme Thornton
df9dbd5ae3
Continued in-editor mobile preview work
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- Removed default shader platform parameter from GetGlobalShaderMap()
- Added an inline overload of GetGlobalShaderMap() that takes a feature level instead, and translates to the correct shader platform
- Cached feature level on FSceneView for faster access
- Cached shader map on FViewInfo for faster access
- Cached featurelevel/shadermap on rendering composition graph execution context, for faster access
Fixed a couple of crashes when switching feature level dynamically
- Needed to allow certain shader permutations to be generated if feature level was ES2, but still on a PC platform. (i.e. hitproxy shaders, and basepass shaders used by editor primitives system)
#codereview Nick.Penwarden
[CL 2275937 by Graeme Thornton in Main branch]
2014-08-28 06:22:54 -04:00
Mikolaj Sieluzycki
cfaf45ac58
Header cleanup: Engine module, public headers.
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[CL 2265766 by Mikolaj Sieluzycki in Main branch]
2014-08-21 06:03:00 -04:00
Graeme Thornton
bcde0d05c2
Mobile Preview
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* More removal of GRHIFeatureLevel and GRHIShaderPlatform
[CL 2262530 by Graeme Thornton in Main branch]
2014-08-19 10:41:34 -04:00
Gil Gribb
9ef277bc62
UE4 - more command list work, remove "either render thread or game thread" routines from canvas
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[CL 2125102 by Gil Gribb in Main branch]
2014-07-02 14:13:59 -04:00
Gil Gribb
1d50eae0de
UE4 - rework RHI user-facing APIs to be safer and incorporate the desired sematics
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[CL 2119499 by Gil Gribb in Main branch]
2014-06-27 11:07:13 -04:00
Brian Karis
1eda5e2e8d
Moved FMaterialShaderto renderer public so slate can access it.
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[CL 2115613 by Brian Karis in Main branch]
2014-06-24 14:37:21 -04:00
Gil Gribb
bc7c8cbca8
UE4 - more work preparing for parallel rendering. Merged the cmd list into the post process context, among other things.
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[CL 2103040 by Gil Gribb in Main branch]
2014-06-12 07:13:34 -04:00
Gil Gribb
3de6028e86
UE4: Rearrange RHICmdList toward non-null cmd lists and the final "look"
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[CL 2100216 by Gil Gribb in Main branch]
2014-06-10 07:29:49 -04:00
Gil Gribb
fa7226b8fe
UE4 - merge first pass at parallel rendering to main
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[CL 2095959 by Gil Gribb in Main branch]
2014-06-05 16:38:54 -04:00
Joe Tidmarsh
c489d646df
#ttp 316639 - UE4: RENDERING: DrawDenormalizedQuad should reuse static index and vertexbuffer
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#summary UV offsets are now correctly calculated. This was previously blocking shadow game
[CL 2039548 by Joe Tidmarsh in Main branch]
2014-04-23 17:26:59 -04:00
Tim Sweeney
324683ce78
Engine source (Main branch up to CL 2026164)
2014-03-14 14:13:41 -04:00