Commit Graph

95 Commits

Author SHA1 Message Date
Martin Mittring
4d20764bac fixed pause motionblur of static meshes (per object motionblur)
[CL 2527253 by Martin Mittring in Main branch]
2015-04-27 14:32:32 -04:00
Martin Mittring
820a8e1624 fixed DBuffer left eye in Stereo rendering
see https://udn.unrealengine.com/questions/242621/dbuffer-decal-left-eye-corruption-on-oculus-rift.html
#lockdown Zachary.EdgertonJones

[CL 2522927 by Martin Mittring in Main branch]
2015-04-23 13:22:07 -04:00
Marcus Wassmer
f5b716d103 Merge RHISubmitHint
[CL 2521373 by Marcus Wassmer in Main branch]
2015-04-22 14:16:01 -04:00
Martin Mittring
157fa26e88 added debug code to track down velocity rendeirng issues
[CL 2519574 by Martin Mittring in Main branch]
2015-04-21 13:44:06 -04:00
Martin Mittring
d863e4f269 Integrated change from UT to main: (CL 2463239 by Martin.Mittring@MMittring-Z3941-A on 2015/02/26 18:42:59)
optimized BoneDataVertexBBuffer updates to only copy the data needed, saves memcpy time in the render thread

[CL 2516490 by Martin Mittring in Main branch]
2015-04-17 17:13:30 -04:00
Guillaume Abadie
daa3299664 Bug UE-6289: Only let the console var r.ClearSceneMethod to not clear the g-buffer in game mode.
#code_review: Martin.Mittring

[CL 2515944 by Guillaume Abadie in Main branch]
2015-04-17 11:11:12 -04:00
Martin Mittring
4beddda0dd fixed ShaderComplexity for Decals
[CL 2510661 by Martin Mittring in Main branch]
2015-04-13 15:39:50 -04:00
Marcus Wassmer
d378f824ef Only build HZB as necessary
#codereview Brian.Karis

[CL 2507589 by Marcus Wassmer in Main branch]
2015-04-09 19:14:28 -04:00
Rolando Caloca
ce168f2846 UE4 - Renamed depth compare enums, changed some checks to static_asserts
[CL 2498658 by Rolando Caloca in Main branch]
2015-04-01 10:53:07 -04:00
Mike Fricker
114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- 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
Rolando Caloca
cb32891b3c UE4 - Added sanity checks for Inverted/Normal Depth Buffers; use ERHIZBuffer::NearPlane & FarPlane to switch from 0-1 to 1-0 on Depth
- Added shader define HAS_INVERTED_Z_BUFFER
- Added RHIHasInvertedZBuffer()
#codereview Martin.Mittring, Brian.Karis, Nick.Penwarden

[CL 2497481 by Rolando Caloca in Main branch]
2015-03-31 14:02:45 -04:00
Marcus Wassmer
dd80f5a716 CVAR to optionally move OcclusionQuery rendering before basepass.
#codereview Brian.Karis

[CL 2492773 by Marcus Wassmer in Main branch]
2015-03-26 18:31:22 -04:00
Gil Gribb
682be70d83 UE4 - fix for shader complexity viewmode in certain earlyZpass modes -- pullrequest 916
[CL 2476905 by Gil Gribb in Main branch]
2015-03-12 11:26:29 -04:00
Marc Audy
037d007078 Fix shadowed variables
[CL 2471506 by Marc Audy in Main branch]
2015-03-06 15:13:38 -05:00
Gil Gribb
35cf42566a UE4 - merge GDC branch, code @2465640 to main
[CL 2468685 by Gil Gribb in Main branch]
2015-03-04 08:31:40 -05:00
Daniel Wright
e38c8b9b86 Integrate - DFAO history now supports per pixel velocities
* Velocity pass has been moved to right after the base pass

[CL 2452180 by Daniel Wright in Main branch]
2015-02-19 16:09:15 -05:00
Daniel Wright
d05993f885 Heightfield dynamic Global Illumination
* Enable with 'r.DistanceFieldGI 1' on console
* Surfel GI is currently disabled as it doesn't interop yet
* A GBuffer atlas is created for Landscape from components that can affect indirect lighting based on the current view
* Shadowing from a directional light is computed by reusing shadowmaps and ray tracing distance fields
* Lighting is computed for the atlas using GBuffer properties
* First bounce GI light transfer is computed for a receiver by iterating over all the nearby lit texels of the heightfield and treating them as Virtual Point Lights.  Two gather regions are used, the larger one skips through the heightfield to achieve a larger bounce distance.  Distance field AO is used to provide local shadowing.
* Material diffuse color not yet supported, and regions outside of the view don't have valid shadowing.

[CL 2436606 by Daniel Wright in Main branch]
2015-02-06 23:31:19 -05:00
JJ Hoesing
87f4cfe90b Fix stereo rendering being broken by SetScissorRect
#codereview marcus.wassmer

[CL 2434204 by JJ Hoesing in Main branch]
2015-02-05 16:35:00 -05:00
Marcus Wassmer
0ef1cf9766 Fix splitscreen issues in ShooterGame on PS4/Xbox.
[CL 2432038 by Marcus Wassmer in Main branch]
2015-02-04 13:36:56 -05:00
Rolando Caloca
6f49a4993e UE4 - Skip outputting velocities during camera cuts when not needed
[CL 2428913 by Rolando Caloca in Main branch]
2015-02-02 18:00:05 -05:00
Marcus Wassmer
2cd3355b99 Add MRT clear value binding to the RHI. This allows parallel rendering platforms to propagate clear color values across parallel execution boundaries for platforms which require low level control over hardware clears.
Also add many explicit calls to CopyToResolveTarget to indicate the transition of a render target to be able to be used as an SRV.  Soon to be replaced by a more specific RHI function.
Added r.CheckSRVTransitions for D3D11 on windows to check if any of these transition are missing.
Fixes a bug with RHIThreadFence when using PLATFORM_SUPPORTS_PARALLEL_RHI_EXECUTE
PLATFORM_SUPPORTS_PARALLEL_RHI_EXECUTE on PS4 now supports CMASK and HTILE enabled buffers.
#codereview lee.clark,gil.gribb,rolando.caloca,daniel.wright

[CL 2420986 by Marcus Wassmer in Main branch]
2015-01-27 16:14:50 -05:00
Rolando Caloca
3010398165 UE4 - Switch between outputting velocity as a separate render target or in the base pass as an extra GBuffer (r.BasePassOutputsVelocity defaults to 0)
#codereview Nick.Penwarden, Martin.Mittring

[CL 2413248 by Rolando Caloca in Main branch]
2015-01-20 20:14:07 -05:00
Allan Bentham
2261741dcd fix for UE-7290
Editor primitives use forward basepass when ES2 feature level is active.

#codereview nick.penwarden

[CL 2404705 by Allan Bentham in Main branch]
2015-01-13 10:44:59 -05:00
Brian Karis
f4725f6150 SSR on translucency.
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]
2015-01-09 20:56:36 -05:00
Martin Mittring
44643b462f fixed UE-5791
Adding a Scene Capture 2D to Render Target will override Motion Blur settings in level

[CL 2393098 by Martin Mittring in Main branch]
2014-12-18 17:17:28 -05:00