I have reviewed each change carefully, but it is a large change and I could have missed something! Here is a summary of the types of changes in this CL:
* Made nullptr checks consistent (the plurality of the changes are of this type)
* Completed switch statements (IE, switch did not explicitly handle default case, but had unhandled enum entries - this is the second most popular type of fix)
* Removed unused variables
* Removed redundant initializations
* WidgetNavigationCustomization.cpp was fixed by the owner
* integers converted to floats where result was stored in a float
* Removed redundent null checks (e.g. before delete statements)
* Renamed variables to prevent non-obvious shadowing
* Fixed use of bitwise & when checking for equality to an enum entry (which is often 0)
* Fixes for some copy paste errors (e.g. FoliageEdMode.cpp)
[CL 2498053 by Dan Oconnor in Main branch]
HZB is now always built and stored on ViewInfo.
SSR uses constant depth intersect instead of segment intersect for better quality near contacts.
[CL 2402625 by Brian Karis in Main branch]
- 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]
* 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]
- FeatureLevelPreview menu option now instructs world to switch feature level. This triggers our WIP switching code which works a bit...
- Converted a few more GRHIFeatureLevel references over to point at the nearest convenient scene/sceneview
- Made GetRHIFeatureLevel a non-inlined function (breakpoints wouldn't stop on the inlined version) and #define'd GRHIFeatureLevel to point at the GMaxRHIFeatureLevel (i.e. back to old behaviour)
- Changes to FSystemTextures so that the global object gets initialized in a stack-y kind of way. You initialize at a feature level and it creates all textures needed up to that point. Subsequent initializes at a higher feature level will allocate the new ones needed but not the existing ones. Only behaviour change from this is that there was a single 1x1 texture created only for ES2 that I just let get created for every feature level to keep the "feature level stack" nature of things.
[CL 2089519 by Graeme Thornton in Main branch]
#ttp 331829 - Mobile Preview in Editor
#proj Engine
#branch UE4
#summary First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.
#change Added GMaxRHIFeature level which contains the highest supported feature level on this machine
#change Added a cvar "r.FeatureLevelPreview" which, when set to 1, enables a feature level selection in the quick settings menu. Not wired up to anything at the minute
#change Added a feature level variable to FScene, which is currently initialized to whatever GRHIFeatureLevel is. Accessed with GetFeatureLevel()
#change Added a helper accessor GetFeatureLevel() to FSceneView which gets the feature level from the relevant scene. Purely to reduce the amount of typing needed to get to a feature level
#change Many changes across the renderer to try and read the current feature level from the view or scene. Not everything is done yet, but this is almost all of the "easy" stuff. As there is still just a global feature level in the engine, nothing should change.
[CL 2066905 by Graeme Thornton in Main branch]