Commit Graph

48 Commits

Author SHA1 Message Date
Gil Gribb
e631ac5ea3 UE4 - support for dithered LOD transitions on static meshes (that don't move) -- also fixed parallel render thread updates for spline meshes
[CL 2524405 by Gil Gribb in Main branch]
2015-04-24 11:20:23 -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
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
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
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
Martin Mittring
8fcc979523 shadow projection code cleanup, single constructor, accessor functions for some members
[CL 2418138 by Martin Mittring in Main branch]
2015-01-25 13:58:27 -05:00
Martin Mittring
597a3599eb refactor shadow projection code
[CL 2417411 by Martin Mittring in Main branch]
2015-01-23 17:48:57 -05:00
Martin Mittring
83eb5e702e refactor shadow code
[CL 2411480 by Martin Mittring in Main branch]
2015-01-19 17:34:22 -05:00
Martin Mittring
75aad5d31f refactor some shadow code
[CL 2411333 by Martin Mittring in Main branch]
2015-01-19 15:55:17 -05:00
Jaroslaw Surowiec
1085fb3b7a Core - UE/UE-6813 - Confusing API: We have both FMemory::MemZero() and FMemory:Memzero()
[CL 2405761 by Jaroslaw Surowiec in Main branch]
2015-01-14 04:21:10 -05:00
Marcus Wassmer
991873299b Fix translucent lighting
#codereview keith.judge

[CL 2404069 by Marcus Wassmer in Main branch]
2015-01-12 18:32:21 -05:00
Keith Judge
b1cf67f996 Faster 3D texture clear for translucent lighting on Xbox One.
[CL 2402033 by Keith Judge in Main branch]
2015-01-09 11:55:12 -05:00
Mark Satterthwaite
deb91d41b4 Fix editor rendering on OS X GL 3.3 GPUs which lack support for volume texture rendering .
#codereview michael.trepka

[CL 2380144 by Mark Satterthwaite in Main branch]
2014-12-08 07:26:05 -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
Daniel Wright
b4c700abeb Removed DrawDynamicElements, PreRenderView and dependencies. These have been disabled since 11/04, and the GetDynamicMeshElements path is now the only path for dynamic mesh rendering.
[CL 2370254 by Daniel Wright in Main branch]
2014-11-25 17:56:43 -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
eb5b976048 Shadow passes are now implemented properly with GetDynamicMeshElements
* Previously was reusing meshes from the main view, but meshes in the shadow view might not be visible from the main view

[CL 2345377 by Daniel Wright in Main branch]
2014-10-30 17:09:08 -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
d5ac3b3f79 UE4 - disable deferred contexts and fix some issues with bound shader state
[CL 2320458 by Gil Gribb in Main branch]
2014-10-06 17:08:22 -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
3ccbe19544 Mobile Preview - Removal of almost all GRHIFeatureLevel usages.
#codereview Nick.Pendwarden

[CL 2315798 by Graeme Thornton in Main branch]
2014-10-01 09:08:51 -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
Nick Penwarden
decb55cdd6 Add PolicyContext to avoid global variables during shadow rendering
[CL 2277869 by Nick Penwarden in Main branch]
2014-08-29 13:40:49 -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