Commit Graph

52 Commits

Author SHA1 Message Date
Rolando Caloca
84ffbd400c UE4 - xb1 compile fix
[CL 2096182 by Rolando Caloca in Main branch]
2014-06-05 16:42:48 -04:00
Gil Gribb
1a07e837a5 UE4 - fix shipping builds and stat use in the d3d11 viewport code
[CL 2096062 by Gil Gribb in Main branch]
2014-06-05 16:41:30 -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
Nick Whiting
799371e35f #oculus Merging latest from Oculus branch to main
[CL 2093754 by Nick Whiting in Main branch]
2014-06-03 18:07:27 -04:00
Daniel Wright
1464dcf2c3 Distance field AO using a surface cache
* Provides mid-range stable AO for dynamic rigid meshes
* Movable sky lights are now supported, and distance field AO is used for shadowing Movable sky lighting from dynamic scenes
* Static meshes are preprocessed into signed distance field volumes at mesh build time when the r.AllowMeshDistanceFieldRepresentations project setting is enabled
* Non-uniform scaling does not work with this method (mirroring is fine), animating through world position offset also causes artifacts as the two representations diverge
* Occlusion is computed along cones to reduce over-shadowing, object distance fields are operated on directly (no hierarchy) to obtain enough resolution to prevent leaking, visibility traces are done with cone stepping to allow better parallelization, and shading is done adaptively in space and time using the surface cache.

[CL 2093556 by Daniel Wright in Main branch]
2014-06-03 15:53:13 -04:00
Lee Clark
444feb4ec4 Whole Scene Directional Shadow GPU optimization - Uses depth bounds tests (if available) rather than the stencil
Saves approx 0.1ms of GPU on GTX780

[CL 2089560 by Lee Clark in Main branch]
2014-05-30 07:58:05 -04:00
Dmitry Rekman
252d5fc7da Audio: do not decompress in realtime if device does not support it.
Fixes TTP #336826 where DTYPE_Realtime soundwaves were silently failing in OpenAL under Linux (and perhaps HTML5, too). May also help other platforms (IOS?) where DTYPE_Realtime is not implemented.

#codereview Matthew.Griffin, Marc.Audy

[CL 2088573 by Dmitry Rekman in Main branch]
2014-05-29 17:45:58 -04:00
Bob Tellez
65e79e5022 UE4: Fixed a minor issue in error logging in XAudio.
[CL 2086276 by Bob Tellez in Main branch]
2014-05-29 17:19:18 -04:00
Jeff Campeau
ff512f9726 Merge UE4-Fortnite to UE4
Xaudio debug off for main as well
#codereview Bob.Tellez,Ben.Zeigler

[CL 2082456 by Jeff Campeau in Main branch]
2014-05-22 17:45:28 -04:00
Ben Zeigler
3f7149bdb0 Merging using UE4-Fortnite-To-UE4 Up to Changelist #2080066
[CL 2082174 by Ben Zeigler in Main branch]
2014-05-22 14:14:52 -04:00
Marc Audy
f605332114 Ensure that precaching of a sound completes instead of failing to start.
TTP #335967

[CL 2082171 by Marc Audy in Main branch]
2014-05-22 14:14:36 -04:00
Martin Mittring
6d0d39df73 * added CreateInfo to RHICreateVertexBuffer and RHICreateStructuredBuffer and RHICreateIndexBuffer calls for upcoming changes
[CL 2079626 by Martin Mittring in Main branch]
2014-05-20 18:05:33 -04:00
Martin Mittring
864662d464 * fixed build
[CL 2079588 by Martin Mittring in Main branch]
2014-05-20 17:50:28 -04:00
Mike Fricker
fbe72e3378 [GitHub] Added plugin extensibility for texture resources
You can now access raw platform-specific texture resources for D3D11 or OpenGL by calling GetNativeResource() on a texture object.

Thanks to Coherent for submitting this change.  https://github.com/EpicGames/UnrealEngine/pull/138

[CL 2079518 by Mike Fricker in Main branch]
2014-05-20 17:20:25 -04:00
Martin Mittring
ec184ff7c4 * added CreateInfo to RHICreateTexture functions to ease future changes
[CL 2079281 by Martin Mittring in Main branch]
2014-05-20 15:09:51 -04:00
Keith Judge
86220377dd Remove Monolithic Direct3D switch, as this is now enabled by default.
[CL 2078889 by Keith Judge in Main branch]
2014-05-20 09:43:32 -04:00
Nick Penwarden
50831d13c3 fix for uniform buffer pooling to not reuse buffers freed from the current frame
[CL 2076073 by Nick Penwarden in Main branch]
2014-05-16 17:34:16 -04:00
Timothy Lottes
95e67e7ef8 Experimental GPUPerfAPI interface for profiling on AMD. This version has no dependency on any non-Epic code or library (dynamic loading, manual header).
[CL 2075810 by Timothy Lottes in Main branch]
2014-05-16 14:38:36 -04:00
Daniel Wright
df95ea359b Speedtree v7.0 integration
[CL 2072058 by Daniel Wright in Main branch]
2014-05-13 16:56:54 -04:00
Martin Mittring
3b0055ec65 * added more info to track down error on Intel HD3000
[CL 2070882 by Martin Mittring in Main branch]
2014-05-12 17:40:47 -04:00
Nick Penwarden
d11567e144 don't try displaying a dialog box from the rendering thread
[CL 2070371 by Nick Penwarden in Main branch]
2014-05-12 11:09:08 -04:00
Martin Mittring
cd7d7b9fdd * Fixed crash on startup with new shaders, RHIClear was used in resource init
* It was picking the wrong clear method which is fixed now (D3D11 problem)
* added check to find such a case earlier

[CL 2068632 by Martin Mittring in Main branch]
2014-05-09 16:48:24 -04:00
Marcus Wassmer
300a8c2491 Make Texture Streaming use the Platform's actual texture size, rather than a cross-platform alignment and padding agnostic size.
#codereview niklas.smedberg,nick.penwarden

[CL 2066941 by Marcus Wassmer in Main branch]
2014-05-08 10:01:20 -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
Keith Judge
e90c2c0007 Make sure all D3D buffer desc structs are fully zeroed out, as some platforms have extra parameters which must be properly initialized.
[CL 2064377 by Keith Judge in Main branch]
2014-05-06 08:57:06 -04:00