Commit Graph

11 Commits

Author SHA1 Message Date
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Gil Gribb
14a6cbc69e UE4 - Use perfect forwarding for task graph, plus some lambda work for shadow rendering
[CL 2319733 by Gil Gribb in Main branch]
2014-10-06 10:05:28 -04:00
Gil Gribb
9978428b65 UE4 - RHI thread prototype (PS4 only so far)
[CL 2283021 by Gil Gribb in Main branch]
2014-09-03 10:52:00 -04:00
Nick Penwarden
d669f6ae08 Don't ever try to allocate a global dynamic buffer of size 0.
[CL 2256523 by Nick Penwarden in Main branch]
2014-08-14 15:48:32 -04:00
Gil Gribb
c3a1b22610 UE4 - parallel rendering - fix a few bugs with shader creation and static states, do prepass in parallel
[CL 2229807 by Gil Gribb in Main branch]
2014-07-24 08:54:31 -04:00
Nick Penwarden
bf28b61151 RHI texture references are now managed with an FRenderResource.
Last render time for textures can now be exposed via an FLastRenderTimeContainer provided at construction time. Only implemented for texture references. Eventually this can unify last render time for normal textures and texture references.

[CL 2170350 by Nick Penwarden in Main branch]
2014-07-07 13:21:55 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Daniel Wright
1464dcf2c3 Distance field AO using a surface cache
* Provides mid-range stable AO for dynamic rigid meshes
* Movable sky lights are now supported, and distance field AO is used for shadowing Movable sky lighting from dynamic scenes
* Static meshes are preprocessed into signed distance field volumes at mesh build time when the r.AllowMeshDistanceFieldRepresentations project setting is enabled
* Non-uniform scaling does not work with this method (mirroring is fine), animating through world position offset also causes artifacts as the two representations diverge
* Occlusion is computed along cones to reduce over-shadowing, object distance fields are operated on directly (no hierarchy) to obtain enough resolution to prevent leaking, visibility traces are done with cone stepping to allow better parallelization, and shading is done adaptively in space and time using the surface cache.

[CL 2093556 by Daniel Wright in Main branch]
2014-06-03 15:53:13 -04:00
Martin Mittring
6d0d39df73 * added CreateInfo to RHICreateVertexBuffer and RHICreateStructuredBuffer and RHICreateIndexBuffer calls for upcoming changes
[CL 2079626 by Martin Mittring in Main branch]
2014-05-20 18:05:33 -04:00
Mikolaj Sieluzycki
f9fe87c29a #ttp 331240 - CORE: Remove GIsBenchamrking, GUseFixedTimeStep from global scope
#proj core
#branch UE4
#summary Moved global variables to statics in FApp. Removed unused GUnclampedDeltaTime.
#codereview robert.manuszewski

[CL 2043034 by Mikolaj Sieluzycki in Main branch]
2014-04-23 18:12:58 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00