Commit Graph

83 Commits

Author SHA1 Message Date
Martin Mittring
fb3b0663a4 fixed UE-4597
[CL 2339919 by Martin Mittring in Main branch]
2014-10-24 11:35:45 -04:00
Josh Adams
68001bce9c - Part 2 of Metal MRT support (adding ESimpleRenderTargetMode to make SetRenderTarget() helper usable with SetRenderTargetsAndClear)
- Made a new EmptyVertexDeclaration, for vertex shaders that don't need any inputs (eg, they generate verts based on vertex index)
- Split BeginRenderingSceneColor into 2 functions, adding BeginRenderingGBuffer
#codereview nick.penwarden,martin.mittring,rolando.caloca

[CL 2339044 by Josh Adams in Main branch]
2014-10-23 16:31:43 -04:00
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
0a04a492b5 UE4 - fix stencil clear bug for shadows and parallel rendering
[CL 2324535 by Gil Gribb in Main branch]
2014-10-09 17:17:41 -04:00
Martin Mittring
1cbde4cefe * optimized ScreenSpaceSubsurfaceScattering (4 pass: setup, blurX, blurY, recombine)
* fixed reallocation of scene render targets because of Skylight, was wasting VRam

[CL 2317878 by Martin Mittring in Main branch]
2014-10-02 17:19:02 -04:00
Gil Gribb
40e11af76d UE4 - Split Xbox RHI off. Deffered contexts for XB1, parallel velocity rendering fixed and reenabled.RHIThread on by default on platforms that support it.
[CL 2317406 by Gil Gribb in Main branch]
2014-10-02 11:20:07 -04:00
Graeme Thornton
867467eb6a Mobile Preview - Scene render targets can now allocate forward/deferred targets simultaneously
[CL 2303120 by Graeme Thornton in Main branch]
2014-09-18 17:01:15 -04:00
Rolando Caloca
e2c488d888 UE4 - Remove Metal horrible hack, use new SetRenderTargets api
#codereview Josh.Adams

[CL 2299859 by Rolando Caloca in Main branch]
2014-09-16 14:51:25 -04:00
Rolando Caloca
29c68f2eec UE4 - Cascaded shadow maps on mobile/forward
* Still disabled as Metal requires a horrible workaround/hack
* Remove GSupportsGSRenderTargetLayerSwitchingToMips workaround

[CL 2295640 by Rolando Caloca in Main branch]
2014-09-12 17:21:49 -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
Rolando Caloca
bad20283d1 UE4 - Fix ShadowDepth render targets for Mobile
[CL 2293059 by Rolando Caloca in Main branch]
2014-09-10 18:24:48 -04:00
Peter Sauerbrei
90ef03d6d2 fix from TimL for utilizing the correct resolve shader on mobile
#ue4

[CL 2276702 by Peter Sauerbrei in Main branch]
2014-08-28 16:35:16 -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
Marcus Wassmer
ed2a8dbcac Fix TTP: 344871 Bad tex flags due to a partial integration.
#coderview nick.penwarden

[CL 2273371 by Marcus Wassmer in Main branch]
2014-08-26 19:26:12 -04:00
Graeme Thornton
c082f58784 Fix crash when opening Persona
- Only add TexCreate_TargetArraySlicesIndependently flag to reflection scratch cubemaps if we don't support GS addressing

#codereview Rolando.Caloca

[CL 2271988 by Graeme Thornton in Main branch]
2014-08-26 06:31:27 -04:00
Rolando Caloca
ce23bbf205 UE4 - Safe integration SM3->SM4
[CL 2271099 by Rolando Caloca in Main branch]
2014-08-25 16:47:22 -04:00
Timothy Lottes
a6766e9883 Resolve rect support in the custom HDR MSAA resolve for mobile emulation.
[CL 2270728 by Timothy Lottes in Main branch]
2014-08-25 13:26:32 -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
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
Daniel Wright
20e9995ae9 PrimitiveComponents have a new advanced lighting property - IndirectLightingCacheQuality
* Settings are Off, Point and Volume
* The default quality is Point, which is a downgrade in quality from the previous effective default of Volume, but has much less overhead (ILC update time reduced by 4x).  Components now have to opt-in to higher quality.  This also fixes the issue where ILC allocations would fail after 1728 movable components.
* Fixed Point sample location to be the snapped center of the bounds, previously it was the Min which was often below the ground
* Opaque materials can now apply the Point cached lighting from shader constants

[CL 2258313 by Daniel Wright in Main branch]
2014-08-15 16:15:56 -04:00
Gil Gribb
78b61da929 UE4 - parallel rendering of translucency pass
[CL 2246966 by Gil Gribb in Main branch]
2014-08-07 09:41:54 -04:00
Gil Gribb
d5dd196727 UE4 - remove stale comments
[CL 2244470 by Gil Gribb in Main branch]
2014-08-05 13:35:53 -04:00
Gil Gribb
2668d06916 UE4 - work on translucent pass toward parallel rendering. RHCommandlists are now recycled. Refactor DrawVisibleParallel so there is no duplicated code.
[CL 2242609 by Gil Gribb in Main branch]
2014-08-04 12:04:27 -04:00
Martin Mittring
b58ae4285d * added new shading model Subsurface_Profile, can specify SubsurfaceProfile asset on the material, create it in content browser
no backscattering yet, might replace Preintegrated and Subsurface shading models, can be optimized, postprocess pass only runs if an object on the screen is using it, uses SeparableSSS by Jorge Jimenez and Diego Gutierrez

[CL 2236313 by Martin Mittring in Main branch]
2014-07-29 17:33:28 -04:00