Commit Graph

48 Commits

Author SHA1 Message Date
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
Brian Karis
1eda5e2e8d Moved FMaterialShaderto renderer public so slate can access it.
[CL 2115613 by Brian Karis in Main branch]
2014-06-24 14:37:21 -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
Martin Mittring
5781b73430 * cleanup
[CL 2068786 by Martin Mittring in Main branch]
2014-05-09 18:14:03 -04:00
Martin Mittring
b1c6310539 * fixed rendering when reflectionenv is disabled
* fixed SSR being applied in SM4 path

[CL 2068784 by Martin Mittring in Main branch]
2014-05-09 18:13:51 -04:00
Martin Mittring
f31436a1ba * removed LightAccumulation for SceneRenderTargets, alloc on demand
* fixed Splitscreen ReflectionEnv rendering

[CL 2067375 by Martin Mittring in Main branch]
2014-05-08 16:17:53 -04:00
Graeme Thornton
e1700afed8 First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.
#ttp 331829 - Mobile Preview in Editor
#proj Engine
#branch UE4

#summary First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.

#change Added GMaxRHIFeature level which contains the highest supported feature level on this machine
#change Added a cvar "r.FeatureLevelPreview" which, when set to 1, enables a feature level selection in the quick settings menu. Not wired up to anything at the minute
#change Added a feature level variable to FScene, which is currently initialized to whatever GRHIFeatureLevel is. Accessed with GetFeatureLevel()
#change Added a helper accessor GetFeatureLevel() to FSceneView which gets the feature level from the relevant scene. Purely to reduce the amount of typing needed to get to a feature level
#change Many changes across the renderer to try and read the current feature level from the view or scene. Not everything is done yet, but this is almost all of the "easy" stuff. As there is still just a global feature level in the engine, nothing should change.

[CL 2066905 by Graeme Thornton in Main branch]
2014-05-08 09:05:50 -04:00
Martin Mittring
3d0bac45ef * optimized RenderTarget usage, optimized out a pass for TileDeferredLighting, one less consumer for LightAccumulation
[CL 2066120 by Martin Mittring in Main branch]
2014-05-07 17:31:43 -04:00
Martin Mittring
053fe2093a * minor cleanup
[CL 2065924 by Martin Mittring in Main branch]
2014-05-07 15:05:54 -04:00
Martin Mittring
b23558aa01 * cleaner, more efficient RT UAV sharing
[CL 2064942 by Martin Mittring in Main branch]
2014-05-06 17:45:03 -04:00
Martin Mittring
4a18a6d047 * refactored render target pool managentment, better sharing of rendertargets, can cause some different behavior (getting SceneColor) or might bump into ensure().
* saves GPU memory doing better sharing
* can be visualized using r.RenderTargetPool.Events

[CL 2064545 by Martin Mittring in Main branch]
2014-05-06 11:27:50 -04:00
Mark Satterthwaite
4b39d545c0 Fix accidental change to FDeferredShadingSceneRenderer::RenderDeferredReflections that left garbage in the LightAccumulation buffer.
#codereview michael.trepka, brian.karis

[CL 2061283 by Mark Satterthwaite in Main branch]
2014-05-01 14:14:18 -04:00
Brian Karis
9871b021d7 Fixed dependency. Unbacked out change.
[CL 2060185 by Brian Karis in Main branch]
2014-04-30 14:14:19 -04:00
Bob Tellez
c59bebc734 Back out changelist 2059445. This change introduced a dependency on a shader called "MonteCarlo.usf" in ReflectionEnvironmentShaders.usf which does not exist.
#codereview Brian.Karis

[CL 2059473 by Bob Tellez in Main branch]
2014-04-29 21:59:35 -04:00
Brian Karis
e7f39636a1 Diffuse from captures.
Reflection environment refactor, optimization and clean up. Fixed blending bug with layered cubemaps. Added diffuse from captures as alternative to lightmaps. Still tied to cvar.

[CL 2059445 by Brian Karis in Main branch]
2014-04-29 21:59:12 -04:00
Mikolaj Sieluzycki
bbcea54981 #ttp 303393 UObject improvement: Remove header groups
#proj core
#branch UE4
#summary Removed header groups, removed some redundant includes and replaced with forward declarations. Fixed compilation errors.

[CL 2055361 by Mikolaj Sieluzycki in Main branch]
2014-04-24 08:49:31 -04:00
Robert Manuszewski
86174fbbdf Back out changelist 2054304
[CL 2054447 by Robert Manuszewski in Main branch]
2014-04-23 20:18:11 -04:00
Mikolaj Sieluzycki
e9351fe5de #ttp 303393 UObject improvement: Remove header groups
#proj core
#branch UE4
#summary Removed header groups, removed some redundant includes and replaced with forward declarations. Fixed compilation errors.

[CL 2054304 by Mikolaj Sieluzycki in Main branch]
2014-04-23 20:15:15 -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