Commit Graph

24 Commits

Author SHA1 Message Date
Terence Burns
0b1ee71f9d Fix for Linux build and shadow variable FilmToe. Renamed to FilmToeS
[CL 2529898 by Terence Burns in Main branch]
2015-04-29 05:04:33 -04:00
Brian Karis
2a6d8a5ebc Fixed shadowed variable. Changed new tonemapper enable to cvar.
[CL 2529169 by Brian Karis in Main branch]
2015-04-28 16:57:25 -04:00
Marc Audy
840dc90608 Add missing parameter in Serialize
#codereview Brian.Karis

[CL 2529156 by Marc Audy in Main branch]
2015-04-28 16:50:50 -04:00
Brian Karis
a113290255 New tone mapper. ACES support. Color grading. White balance. Baked into 32x32x32 LUT.
[CL 2528951 by Brian Karis in Main branch]
2015-04-28 15:27:19 -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
Michael Trepka
c52704c7b5 Use runtime check instead of PLATFORM_MAC define when generating post process shaders to solve issues with shaders cooked for Mac on PC
#codereview Mark.Satterthwaite

[CL 2407758 by Michael Trepka in Main branch]
2015-01-15 15:27:57 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Josh Adams
d969165fc9 - Now require Geometry shader support for using a Volume Texture LUT in PostProcessCombineLUTs.cpp
[CL 2365691 by Josh Adams in Main branch]
2014-11-19 19:14:28 -05:00
Rolando Caloca
d8a576970e UE4 - Remove Color parameter on draw events (DEC_*)
[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
[CL 2293700 by Gil Gribb in Main branch]
2014-09-11 09:38:38 -04:00
Martin Mittring
e8114c49ce minor optimization, run LUTBlender only if really needed
[CL 2283571 by Martin Mittring in Main branch]
2014-09-03 18:16:55 -04:00
Graeme Thornton
df9dbd5ae3 Continued in-editor mobile preview work
- 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
Rolando Caloca
14cc8f09a3 UE4 - Integrate
- 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]
2014-08-25 14:41:54 -04:00
Mikolaj Sieluzycki
cfaf45ac58 Header cleanup: Engine module, public headers.
[CL 2265766 by Mikolaj Sieluzycki in Main branch]
2014-08-21 06:03:00 -04:00
Graeme Thornton
bcde0d05c2 Mobile Preview
* More removal of GRHIFeatureLevel and GRHIShaderPlatform

[CL 2262530 by Graeme Thornton in Main branch]
2014-08-19 10:41:34 -04:00
Timothy Lottes
92517aced6 Turn color grading off when it is not needed.
[CL 2238409 by Timothy Lottes in Main branch]
2014-07-31 11:39:15 -04:00
Joe Tidmarsh
b51d4179ca Converted ConsoleManager code over to use the new typed TAutoConsoleVariable. Implemented support for auto typed string variables.
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]
2014-06-25 05:47:33 -04:00
Gil Gribb
bc7c8cbca8 UE4 - more work preparing for parallel rendering. Merged the cmd list into the post process context, among other things.
[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"
[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
[CL 2095959 by Gil Gribb in Main branch]
2014-06-05 16:38:54 -04:00
Mark Satterthwaite
e89967c484 Improve support for Mac <= GL 3.3 drivers that don't support Volume Texture Rendering properly.
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]
2014-05-06 11:37:57 -04:00
Joe Tidmarsh
c489d646df #ttp 316639 - UE4: RENDERING: DrawDenormalizedQuad should reuse static index and vertexbuffer
#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
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00