- 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]
- Addes 3_1 define on shaders
- Fixes GL packed uniforms array size incorrect assert
- Disallows running the editor with -featureleveles2
- r.MobileHDR is now read-only
- Moved some checks from SM3 to SM4
[CL 2270866 by Rolando Caloca in Main branch]
Moved console variables to their corresponding cpp files where possible.
#ttp 319909 - UE4: RENDERING: Change the ConsoleManager code over to use the new typed TAutoConsoleVariable
[CL 2116537 by Joe Tidmarsh in Main branch]
On Mac SM4, cache shaders for indirect point lighting, so that they can be used for rendering on GPUs without VTR.
This removes the workaround for indirect lighting that had been required for ES2 as the runtime test is now in CanIndirectLightingCacheUseVolumeTexture where it should always have been.
Make all Macs on <= SM4 use a 2D tonemapping color LUT so that they can share the same shaders.
This makes all Macs share the same binary shader cache which should fix the binary UE4 builds in the simplest way.
#codereview michael.trepka, Peter.Sauerbrei
[CL 2064553 by Mark Satterthwaite in Main branch]