Commit Graph

43 Commits

Author SHA1 Message Date
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
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
Timothy Lottes
f05c2cadf5 Adding a r.TonemapperGamma option for displays with fixed gamma colorspaces.
[CL 2450317 by Timothy Lottes in Main branch]
2015-02-18 11:54:39 -05:00
Timothy Lottes
a34bfd4cc3 Prototype support for HDR displays in the prototype tonemapper.
[CL 2450240 by Timothy Lottes in Main branch]
2015-02-18 11:15:01 -05:00
Chris Babcock
a6af0fe474 Tonemapper for mobile HDR mosaic point sampled instead of bilinear to correct precision issues
#android
#ue4

[CL 2441878 by Chris Babcock in Main branch]
2015-02-11 12:28:16 -05:00
Timothy Lottes
0618cb33e5 Added Rec.709 output option for the new prototype tonemapper.
[CL 2417286 by Timothy Lottes in Main branch]
2015-01-23 16:52:07 -05:00
Timothy Lottes
4a846f62ab Fixes to the prototype tonemapper (better controls, better controls for interpolation of post volumes).
[CL 2417213 by Timothy Lottes in Main branch]
2015-01-23 16:01:01 -05:00
Timothy Lottes
adb403da1b Added prototype of newer photo film post "r.TonemapperPhoto 1" option.
[CL 2412239 by Timothy Lottes in Main branch]
2015-01-20 10:58:40 -05:00
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
Allan Bentham
cd3bd4840f ES2 post process will upscale if UnscaledViewRect is larger than ViewRect (which only occurs when using ES2 emulation).
Fixes UE-5594

#codereview nick.penwarden

[CL 2380312 by Allan Bentham in Main branch]
2014-12-08 09:45:54 -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
Ben Marsh
959cfa782d Add missing copyright notices to source files.
[CL 2379212 by Ben Marsh in Main branch]
2014-12-06 19:14:20 -05:00
Martin Mittring
dcd3a49e92 refactor FrameTime (moved from View to ViewFamily)
[CL 2373894 by Martin Mittring in Main branch]
2014-12-02 13:48:22 -05:00
Allan Bentham
053049ef03 Allow ES2 post process chain to deal with view rectangle that doesn't encompass entire target.
Fixes issues caused by constrained aspect ratio cameras.
Fixes UE-5536
#codereview nick.penwarden

[CL 2371544 by Allan Bentham in Main branch]
2014-11-27 10:36:38 -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
Niklas Smedberg
bb8f417304 Support for OpenGL ES 3.1 + Android Extension Pack
[CL 2303212 by Niklas Smedberg in Main branch]
2014-09-18 17:49:40 -04:00
Allan Bentham
e44536f6fd ES2 preview - ES2 post process path deals with sub rectangles of render targets.
#codereview nick.penwarden,graeme.thornton

[CL 2300919 by Allan Bentham in Main branch]
2014-09-17 09:30:48 -04:00
Graeme Thornton
ff5e71eb16 WIP Mobile Preview
- Store global bitfield of active feature levels
 - Generate shaders for all active feature levels
 - Add option to experimental settings to enable dynamic feature level
 - Redirect GRHIFeatureLevel to GMaxRHIFeatureLevel - Effectively const now, ready to be removed

[CL 2296373 by Graeme Thornton in Main branch]
2014-09-13 10:47:14 -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
a210d58cad fixed broken color grading (e.g. black/yellow image)
[CL 2285428 by Martin Mittring in Main branch]
2014-09-04 19:06:58 -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
Timothy Lottes
ae3bfe902c PC emulation of mobile MSAA works correctly.
[CL 2267858 by Timothy Lottes in Main branch]
2014-08-22 16:25:40 -04:00