Commit Graph

58 Commits

Author SHA1 Message Date
Daniel Wright
bc48c82b40 Updated comment
[CL 2620874 by Daniel Wright in Main branch]
2015-07-14 16:46:19 -04:00
Marcus Wassmer
11ff098ea0 Bind clear color to rendertargets at creation time.
#codereview Rolando.caloca

[CL 2615534 by Marcus Wassmer in Main branch]
2015-07-09 15:11:37 -04:00
Rolando Caloca
4e82fb4173 UE4 - Fix reflections on SM4 broken from LPV changes (UE-17270)
#codereview Martin.Mittring, Michael.Trepka, Daniel.Wright

[CL 2596274 by Rolando Caloca in Main branch]
2015-06-22 18:37:52 -04:00
Martin Mittring
696333079c fixed UE-17333 Switching to SM4 with LPVs active crashes Editor
[CL 2594327 by Martin Mittring in Main branch]
2015-06-19 16:52:51 -04:00
Max Preussner
f2bc4f3ccf Fixed non-unity build.
[CL 2572001 by Max Preussner in Main branch]
2015-05-31 13:49:58 -04:00
Gil Gribb
356a7d8f96 UE4 - Large upgrade to parallel rendering. No longer block per pass. Several RHI cmdlist passthrough functions added and implemented on the consoles
[CL 2570510 by Gil Gribb in Main branch]
2015-05-29 10:47:57 -04:00
Martin Mittring
e17ddf3238 Added new Blendable called "LightPropagationVolume Blendable" which can be hooked up to the PostProcessVolume/Misc/Blendables to override LPV settings.
This work is an example on how to make rendering settings outside of the engine still getting the convenient blending functionality of the PostProcess settings.

todo:
* Blueprint scripting (dynamic asset generation?)
* Improve the UI to create settings without using the content browser (asset living in the level).

later todo:
* Remove the LPV settings in the struct (content changes might be needed, if we don't provide an automatic upgrade for those settings).
* We can expose the BlendableManager to other areas (gameplay/tick/blueprint).
* Break out more/all from the post process struct
* We might change the name of the PostProcessVolume as it no longer only affects post processing.

[CL 2569730 by Martin Mittring in Main branch]
2015-05-28 19:29:35 -04:00
Dmitry Rekman
c663c42ebf Linux: fix crash in debug editor.
#codereview Martin.Mittring

[CL 2563277 by Dmitry Rekman in Main branch]
2015-05-22 16:33:52 -04:00
Marcus Wassmer
753dd574ac Merge fix for 'black edge' artifact on PS4.
[CL 2555910 by Marcus Wassmer in Main branch]
2015-05-18 17:12:15 -04:00
Martin Mittring
ef2256631b updated LightPropagationVolume (from Lionhead Studios)
* reduced order of SH (faster but a bit more blurry)
* DirectionalOcclusion (disabled by default, can be enabled in PostProcessSettings, affects SkyLight and ReflectionEnvironments but not AmbientCube)
* Material BlockGI feature
* Spotlight support
* Uses AsyncCompute on XboxOne as optimization (order is not optimized yet)

[CL 2553823 by Martin Mittring in Main branch]
2015-05-15 18:54:37 -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
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
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
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
Josh Adams
b0c3bb7424 - Minor high level changes to support Metal (breaking apart SM4 == Geometry shader assumptions, setting Load actions, etc)
#codereview marcus.wassmer

[CL 2484841 by Josh Adams in Main branch]
2015-03-19 14:09:16 -04:00
Daniel Wright
459cf41c81 Integrate - Skylight MinOcclusion works on sky specular occlusion as well
[CL 2452221 by Daniel Wright in Main branch]
2015-02-19 16:22:43 -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
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
1ac2fdb3df Added r.SkySpecularOcclusionStrength to tweak DFAO influence on sky specular
[CL 2369038 by Daniel Wright in Main branch]
2014-11-24 17:39:52 -05:00
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
Allan Bentham
7cb74a5cc5 Added PreFeatureLevelSwitch() to scene component
Reflection captures work with feature level preview switching.
removed 'r.NoTiledReflections' support.
#codereview nick.penwarden

[CL 2319780 by Allan Bentham in Main branch]
2014-10-06 10:06:04 -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
Niklas Smedberg
bb8f417304 Support for OpenGL ES 3.1 + Android Extension Pack
[CL 2303212 by Niklas Smedberg in Main branch]
2014-09-18 17:49:40 -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
Daniel Wright
3397798cd4 SM5 reflection environment requires scene cubemap array to be valid regardless of deferred path
[CL 2293201 by Daniel Wright in Main branch]
2014-09-10 20:40:27 -04:00