Commit Graph

83 Commits

Author SHA1 Message Date
Marc Audy
ec8f2d020c Fix shadow variables
[CL 2508395 by Marc Audy in Main branch]
2015-04-10 11:23:49 -04:00
Martin Mittring
a576df51f9 now SetRenderTarget requires to specify what DepthAndStencil access you want to do e.g. FExclusiveDepthStencil::DepthRead_StencilWrite
options:   Nop / Read / Write

added ensure() and check() to find bad usage patterns

this fixes DBuffer decal rendering, allows optimizations in the RHI (near hardware APIs like DX12 or consoles)

[CL 2505694 by Martin Mittring in Main branch]
2015-04-08 15:33:28 -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
Martin Mittring
160dd38071 fixed typo
[CL 2466190 by Martin Mittring in Main branch]
2015-03-02 08:09:46 -05:00
Allan Bentham
53b8d22820 CSM fixes for forward renderer
MAX_FORWARD_SHADOWCASCADES is correctly defined for OutEnvironment.
 Only render shadow maps that have been successfully allocated texture space.
 fwd shader can deal with full range of MAX_FORWARD_SHADOWCASCADES.
 limit shadow map renders to no more than MAX_FORWARD_SHADOWCASCADES.
 reduce shadow map size to ensure all tiles fit within GMaxShadowDepthBufferSize.
Fixes UE-10282.
#codereview nick.penwarden, Rolando.Caloca

[CL 2466184 by Allan Bentham in Main branch]
2015-03-02 08:00:04 -05:00
Rolando Caloca
025f79c77a UE4 - Some asserts to track down incorrect GBuffer reordering
[CL 2438578 by Rolando Caloca in Main branch]
2015-02-09 15:01:09 -05:00
Rolando Caloca
2dfdadb13b UE4 - Fix GBufferVelocity render target index when disabling static lighting
[CL 2438536 by Rolando Caloca in Main branch]
2015-02-09 14:33:09 -05:00
Ben Marsh
8a14f113f8 [INTEGRATE] Change 2422246 by Olaf.Piesche@opiesche_default on 2015/01/28 10:50:36
Fixes for hitproxy rendering crashing the editor in OpenGL

	I'll look at this again after GDC, and may change it to a different solution.

#codereview Olaf.Piesche, michael.trepka

[CL 2438080 by Ben Marsh in Main branch]
2015-02-09 10:42:04 -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
Rolando Caloca
64ddb2d73b UE4 - Fix crash when using extra GBuffer
#codereview Marcus.Wassmer

[CL 2423903 by Rolando Caloca in Main branch]
2015-01-29 11:49:48 -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
Marcus Wassmer
9d30f2a5fa Fix parallel rendering crash due to TRefCountPtr temporary object in ternary operator.
[CL 2408880 by Marcus Wassmer in Main branch]
2015-01-16 10:46:42 -05:00
Rolando Caloca
2ff40a9887 UE4 - Fix crash on mobile OpenGL (UE-7327)
#codereview Daniel.Wright, Allan.Bentham

[CL 2401454 by Rolando Caloca in Main branch]
2015-01-08 17:57:40 -05:00
Martin Mittring
2cd0cd2166 reduced verbosity
[CL 2397804 by Martin Mittring in Main branch]
2015-01-05 13:48:58 -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
Martin Mittring
24852e1f0d changed BufferSize computations, system should adapt more efficiently to SceneCaptures (assuming they are a one off or come each frame or are smaller than the Screen/Window Size)
[CL 2374284 by Martin Mittring in Main branch]
2014-12-02 17:56:35 -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
Martin Mittring
8365a9ebcf disable check as it seems the designer can create higher res versions.
[CL 2367850 by Martin Mittring in Main branch]
2014-11-21 15:01:29 -05:00
Martin Mittring
21b6ed366b * fixed UE-2907 LIVE: RENDERING: Render Targets are rendering with stretched pixels in Standalone and Launched Game
[CL 2366974 by Martin Mittring in Main branch]
2014-11-20 18:16:13 -05:00
Martin Mittring
2365dccfd5 fixed crash/check() when running some map outside in game (SkyLight/ReflectionEnvinronments)
[CL 2366865 by Martin Mittring in Main branch]
2014-11-20 16:56:13 -05:00
Martin Mittring
2f061e5a88 cleanup cvar help, dump current state when using "cvar ?"
[CL 2366438 by Martin Mittring in Main branch]
2014-11-20 12:36:32 -05:00
Daniel Wright
70ff2bff24 Raised default shadowmap resolution to 2048
* Translucent shadows are now half res compared to opaque shadows, to keep memory usage under control
* New memory usage is 8mb for ShadowDepthZ, 8mb for PreshadowCache, 8*2mb for translucent shadow targets (unchanged), 12mb for largest cubemap shadowmap

[CL 2354996 by Daniel Wright in Main branch]
2014-11-10 15:40:54 -05:00
Allan Bentham
6a367041eb cvar override for scene capture render targets being clamped in game mode.
workaround for UE-2907.

[CL 2344851 by Allan Bentham in Main branch]
2014-10-30 09:53:35 -04:00
Marcus Wassmer
f884858125 Fix PS4 stencil clear assert.
[CL 2341328 by Marcus Wassmer in Main branch]
2014-10-27 13:57:37 -04:00