Commit Graph

79 Commits

Author SHA1 Message Date
Rolando Caloca
13df3af381 UE4 - Fix editor grid for ES3.1 emulation
[CL 2524664 by Rolando Caloca in Main branch]
2015-04-24 13:56:10 -04:00
Marcus Wassmer
0ba5c5f2e1 Merge Morpheus 120hz and reprojection support.
Also fixes for NGS2A3D

[CL 2521711 by Marcus Wassmer in Main branch]
2015-04-22 16:41:54 -04:00
Martin Mittring
f4c64b506c renamed some class members to be more clear
[CL 2510786 by Martin Mittring in Main branch]
2015-04-13 17:01:36 -04:00
Martin Mittring
9e6c95cd8d fixed UE-7950 DepthOfFieldFunction doesn't work
[CL 2505799 by Martin Mittring in Main branch]
2015-04-08 16:28:58 -04:00
Marcus Wassmer
ac56844346 Add permutations to various global shaders to compile out ClearCoat handling if there are no clearcoat materials in the given view.
Also FViewInfo now accumulates a mask of all lightingprofiles used in a given view during the relevancy calculation.
#codereview daniel.wright,martin.mittring

[CL 2505772 by Marcus Wassmer in Main branch]
2015-04-08 16:15:25 -04:00
Rolando Caloca
ce168f2846 UE4 - Renamed depth compare enums, changed some checks to static_asserts
[CL 2498658 by Rolando Caloca in Main branch]
2015-04-01 10:53:07 -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
Daniel Wright
6a2bc9ab1a Stationary lights with many unbuilt objects now fall back to CSM on a frame by frame basis
* This fixes the bug where many unbuilt interactions during registration would get corrected by blueprint construction scripts but the stationary light would continue to think it was built

[CL 2496244 by Daniel Wright in Main branch]
2015-03-30 17:38:39 -04:00
Gil Gribb
a6344aaf0b UE4 - remove several ifdefs related to parallel rendering making it available for DX12 and any PC RHI
[CL 2489182 by Gil Gribb in Main branch]
2015-03-24 08:49:41 -04:00
Gil Gribb
df3c960d1a UE4 - fix threading mega-stall when parallel rendering on consoles
[CL 2473648 by Gil Gribb in Main branch]
2015-03-10 08:26:33 -04:00
Marc Audy
037d007078 Fix shadowed variables
[CL 2471506 by Marc Audy in Main branch]
2015-03-06 15:13:38 -05:00
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
Daniel Wright
648824ec88 Integrate - View.ViewToTranslatedWorld is now correct for shadow passes, allows billboards to face the light
[CL 2466655 by Daniel Wright in Main branch]
2015-03-02 14:11:40 -05:00
Martin Mittring
1971c82ddd fixed directional lights for TLM_SurfacePerPixelLighting, remaining: shadow support, light functions, IES profiles
[CL 2466596 by Martin Mittring in Main branch]
2015-03-02 13:41:32 -05:00
Martin Mittring
cec2eeab9d fixed spot lights for TLM_SurfacePerPixelLighting, remaining: directional lights and shadow support
[CL 2466490 by Martin Mittring in Main branch]
2015-03-02 12:45:30 -05:00
Martin Mittring
ec3a8067c8 minor fixed to get better visualize bloom
[CL 2424005 by Martin Mittring in Main branch]
2015-01-29 12:37:11 -05:00
Jack Porter
f1e287e5dc Support up to 10 grass layers.
Defer grass generation until texture streaming and material compilation has finished.

[CL 2421724 by Jack Porter in Main branch]
2015-01-27 23:46:00 -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
Jack Porter
5065cf0d0d Grass generation using material
#code_review: gil.gribb, nick.penwarden

[CL 2417004 by Jack Porter in Main branch]
2015-01-23 12:56:04 -05:00
Martin Mittring
2058d213d2 added comment
[CL 2407349 by Martin Mittring in Main branch]
2015-01-15 11:29:37 -05:00
Martin Mittring
783bb557bf added r.DiffuseColor.Min and r.DiffuseColor.Max for tweak experiments, will be changed to r.BaseColor and r.Metallic
[CL 2407346 by Martin Mittring in Main branch]
2015-01-15 11:28:06 -05:00
Martin Mittring
3d183601a9 added feature to tweak roughness with console commands (for testing, not in shipping)
r.Roughness.Min
  Allows quick material test by remapping the roughness at 0 to a new value (0..1), Only for non shipping built!
  0: (default)

r.Roughness.Max
Allows quick material test by remapping the roughness at 1 to a new value (0..1), Only for non shipping built!
  1: (default)

[CL 2406727 by Martin Mittring in Main branch]
2015-01-14 21:25:52 -05:00
Allan Bentham
2261741dcd fix for UE-7290
Editor primitives use forward basepass when ES2 feature level is active.

#codereview nick.penwarden

[CL 2404705 by Allan Bentham in Main branch]
2015-01-13 10:44:59 -05:00
Rolando Caloca
cc096194d7 UE4 - Add prev game/real time to View Uniform Buffer in prep for WPO changes
[CL 2404097 by Rolando Caloca in Main branch]
2015-01-12 18:59:52 -05:00
Martin Mittring
503f427f08 fixed UE-7209 r.ForwardLighting crashs with some viewport configuations
[CL 2400092 by Martin Mittring in Main branch]
2015-01-07 14:31:23 -05:00