#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3109545 on 2016/09/01 by Zabir.Hoque
Merging DX12 RHIs stage 1.
#Tests Ran InfiltratorDemo, ElementalDemo, ShooterGame
Change 3109580 on 2016/09/01 by Zabir.Hoque
Merging DX12 RHI. Stage 2: Moving XB and Windows APIs to a common location. This will cause a build break, but will allow us to preserve history.
Change 3109632 on 2016/09/01 by Zabir.Hoque
Merge DX12 RHI. Stage 3. Ported all changes and merged RHI into common and Win and XB1 specialized folder. Current with MS partners branch and Release 4.13.
Change 3109690 on 2016/09/01 by Zabir.Hoque
Fixing build break after large merge from partners branch and syncing to latest Dev-Rendering.
Change 3109716 on 2016/09/01 by Zabir.Hoque
Fix build warnings after merge.
Change 3109733 on 2016/09/01 by Zabir.Hoque
More build fixes for things pointing from XboxOneD3D12RHI to D3D12RHI
Change 3109773 on 2016/09/01 by Zabir.Hoque
Fixing code analysis warnings.
Change 3109870 on 2016/09/01 by Rolando.Caloca
DR - Simple clear mode
Change 3110066 on 2016/09/01 by Zabir.Hoque
Remove C++11 feature so VS2013 can compile for Fortnite.
Change 3110335 on 2016/09/01 by Brian.Karis
Fixed double lighting of clear coat, cloth, and eyes
#review-3108222 @Ben.Woodhouse
Change 3110411 on 2016/09/01 by Rolando.Caloca
DR - vk - Fix bogus assert
- Fix pipeline barrier with levelCount=0
Change 3110573 on 2016/09/01 by Zabir.Hoque
Exclude D3D12 merged RHI from Mac Builds.
Change 3110681 on 2016/09/01 by Rolando.Caloca
DR - vk - Swapchain fix for drivers returning infinite swapchain images
Change 3110936 on 2016/09/01 by Rolando.Caloca
DR - vk - Fix crash when dumping unused heaps
- Show file/line if enabled
Change 3111034 on 2016/09/01 by Rolando.Caloca
DR - vk - Fix exclude rect clear
Change 3111139 on 2016/09/01 by Rolando.Caloca
DR - Automatically enable capturing mode if running under RenderDoc
Change 3111170 on 2016/09/01 by Rolando.Caloca
DR - vk - Store max info per descriptor set pool
Change 3111234 on 2016/09/01 by Zabir.Hoque
XB1 compiler warnings.
Change 3111763 on 2016/09/02 by Rolando.Caloca
DR - Fix typo in shader
PR #2759
#jira UE-35496
Change 3111846 on 2016/09/02 by Rolando.Caloca
DR - vk - Update to SDK 1.0.24.0 (including glslang)
Change 3111916 on 2016/09/02 by Ben.Woodhouse
Fix for timestamp query results being broken in the XB1 DX11 RHI (caused by a merge issue with dev-platform)
Also clarify some variable naming
Change 3112048 on 2016/09/02 by Rolando.Caloca
DR - vk - Compile fix for build machines
Change 3112315 on 2016/09/02 by Rolando.Caloca
DR - vk - Added peak usage to mem dump
Change 3112791 on 2016/09/02 by Daniel.Wright
FD3D12PipelineStateCache debug fix
Change 3113483 on 2016/09/05 by Ben.Woodhouse
Fix potential issue with timestamp and occlusion queries overlapping with new query packing optimisation. We may want to put these into separate buffers to avoid reduce the padding with timestamp queries (timestamp queries currently use 4x the memory they actually need due to additional padding)
Change 3113488 on 2016/09/05 by Ben.Woodhouse
GPu profiler : fix for render thread performance issues, enable GPU profiler by default
Avoids RHIThread stalls in query creation by reusing queries via a pool. A FRenderQueryPool class already existed for doing this, so this was moved into the engine to make it accessible from both the engine and renderer modules
Tested on XB1,PS4,PC dx11
Change 3114286 on 2016/09/06 by Chris.Bunner
Copying CL 3114173 from 4.13 - Better enforce render resource limits on widget draw size.Jira UE-26375.
Change 3114883 on 2016/09/06 by Rolando.Caloca
DR - vk - Delete resources on the RHI thread
- Set blend factor to 1
- Added num mips & num layers to RT views
- Added missing destructors
- Fix for crash on rhi thread
Change 3116308 on 2016/09/07 by Rolando.Caloca
DR - vk - New renderpass/transition/barrier rewrite for sm4 (disabled)
- Fixes for 3d texture RTs
Change 3117409 on 2016/09/08 by Gil.Gribb
Merging //UE4/Dev-Main@3117389 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3117445 on 2016/09/08 by Gil.Gribb
Fix merge fallout
Change 3117555 on 2016/09/08 by Rolando.Caloca
DR - Fix merge issue
Change 3117687 on 2016/09/08 by Marc.Olano
Create new Vector Noise material node, and *3DDeriv numerical derivative material functions
Vector Noise node has noise functions with 3D output, including cellnoise (random color per cell), computed noise with vector output, gradient of 3D noise, curl of 3D noise, and version of Voronoi noise returning seed position in the closest Voronoi cell.
3DDeriv functions compute gradient and curl on any expression using centered differences from four samples offset in a tetrahedral pattern (two fewer than the common axis-aligned offset method)
Change 3117696 on 2016/09/08 by Rolando.Caloca
DR - Replicate 4.13.1 fix from 3117678
UE4.13 - Better error reporting when SCW fails/crashes
jira UE-17227
Change 3117720 on 2016/09/08 by Rolando.Caloca
DR - vk - Fix for static analysis
Change 3117786 on 2016/09/08 by Rolando.Caloca
DR - vk - Use new alignment
Change 3118145 on 2016/09/08 by Marcus.Wassmer
Fix async compute clear not waiting for the gfx pipe properly. Also appears to fix a rare PS4 gpu hang.
Change 3118329 on 2016/09/08 by Brian.Karis
Fix screen size calculations for LOD
Change 3118351 on 2016/09/08 by Brian.Karis
Quadric mesh simplifier!
In and working for the first time.
ScreenSize is now correctly calculated from MaxDeviation
Pixel Error now a reduction setting in LOD group.
Binary Heap is fixed and functional.
Still needs to play better with 3rd party reduction.
Change 3118457 on 2016/09/08 by Rolando.Caloca
DR - vk - Fix cube & 3d texture transitions & copies
Change 3118540 on 2016/09/08 by Benjamin.Hyder
Re-Submitting Noise assets to get engine version
Change 3119438 on 2016/09/09 by Rolando.Caloca
DR - vk - Added barrier & cache flushes when reading back GPU memory
- Added cubemap & 3d texture barriers
- Added cubemap & 3d texture copy image
Change 3119518 on 2016/09/09 by Brian.Karis
Fixed compile error
Change 3119580 on 2016/09/09 by Marc.Olano
Documentation for Vector noise
Change 3119710 on 2016/09/09 by Rolando.Caloca
DR - vk - Fix read stencil mask & front/back
Change 3119865 on 2016/09/09 by Rolando.Caloca
DR - vk - RHIReadSurfaceFloatData
- Fix redundant write transitions
- Simplify copy and transition code
Change 3120059 on 2016/09/09 by Rolando.Caloca
DR - vk - Static analysis warnings
Change 3120413 on 2016/09/09 by Mark.Satterthwaite
Fix AVFMedia plugin failing when a movie has captions.
#jira UE-35828
Change 3120936 on 2016/09/12 by Ben.Woodhouse
Add slate rendering to the GPU stats
Change 3121204 on 2016/09/12 by Rolando.Caloca
DR - vk - Fix geometry shaders position
- Revert translucent workaround
Change 3121467 on 2016/09/12 by Rolando.Caloca
DR - Fix integration issue (lost some shader defines)
Change 3121862 on 2016/09/12 by Zabir.Hoque
Fixing Code Analysis warnings.
#jira: UE-35860
Change 3122139 on 2016/09/12 by Ben.Woodhouse
Re-enable the checkerboard lighting by default to workaround skin lighting issue in fortnite (again)
#jira UE-35886
Change 3122278 on 2016/09/12 by Zabir.Hoque
2nd Attempt at Code Analysis warnings
[CL 3122339 by Marcus Wassmer in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3091951 on 2016/08/17 by Chris.Bunner
(Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass.
Change 3093162 on 2016/08/18 by Ben.Woodhouse
Fix minor memory leak (missing delete of RT Heartbeat thread)
Change 3093470 on 2016/08/18 by Ben.Woodhouse
Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it. Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer.
Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread)
Change 3093698 on 2016/08/18 by Daniel.Wright
Translucent lighting volume draw event cleanup
Change 3093700 on 2016/08/18 by Daniel.Wright
Clamp on box reflection capture transition distance visualizer
Change 3093755 on 2016/08/18 by Ryan.Vance
Merging stereo planar reflections from Odin.
Change 3094060 on 2016/08/18 by Daniel.Wright
Fully featured base pass reflection captures with blending and parallax correction
* Used in the forward renderer when materials opt-in to 'High Quality Reflections'
* Used in the deferred renderer for translucent 'Surface ForwardShading' materials
* Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer
* Fixed grid culling in stereo / splitscreen
* The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX. PS4 cost is about the same.
* Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity
* SetupHZB is now skipped when SSAO / SSR / HZB are all disabled
Change 3094160 on 2016/08/18 by Daniel.Wright
CIS fixes
Change 3094899 on 2016/08/19 by Ben.Woodhouse
Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes.
https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html
#jira UE-34937
Change 3095256 on 2016/08/19 by Daniel.Wright
Disabled ISR warning spamming CIS
Change 3095468 on 2016/08/19 by Daniel.Wright
Fixed refcounting on hit proxy render targets
Change 3095470 on 2016/08/19 by Daniel.Wright
Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point
Change 3096274 on 2016/08/22 by Rolando.Caloca
DR - vk - added missing BC4
Change 3096291 on 2016/08/22 by Rolando.Caloca
DR - vk - Fix image views for some rendertarget formats
- Fix ImageViews on sub mips
Change 3096579 on 2016/08/22 by Rolando.Caloca
DR - vk - Fix rendering for shaders with no descriptors
Change 3096584 on 2016/08/22 by Rolando.Caloca
DR - vk - Fix 3d texture update
Change 3096813 on 2016/08/22 by Rolando.Caloca
DR - Fix GL linking errors
PR #2615
Change 3097062 on 2016/08/22 by Rolando.Caloca
DR - vk - Added unified mem flag
- Added Mip index into UAV
- Switched compute descriptor set index 0
Change 3097065 on 2016/08/22 by Rolando.Caloca
DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE
Change 3097084 on 2016/08/22 by Daniel.Wright
Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default)
Change 3097086 on 2016/08/22 by Rolando.Caloca
DR - vk - Missed file
Change 3097943 on 2016/08/23 by Rolando.Caloca
DR - hlslcc - Remove duplicated definitions out into a common header
Change 3098166 on 2016/08/23 by Rolando.Caloca
DR - Custom Renderer callback after getting SceneColor
Change 3098418 on 2016/08/23 by Olaf.Piesche
Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data.
#jira UE-34838
Change 3098448 on 2016/08/23 by Rolando.Caloca
DR - vk - fixes for depth/stencil descriptors
- Minor debug dump improvement
Change 3098463 on 2016/08/23 by Daniel.Wright
Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights
Change 3098556 on 2016/08/23 by Daniel.Wright
Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering.
Change 3098672 on 2016/08/23 by Rolando.Caloca
DR - vk - Fixed crash when using vertex shaders with no descriptors
Change 3099173 on 2016/08/24 by Ben.Woodhouse
Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths
- Re-enable non-checkerboard skin by default
- Checkerboard issues fixed:
- Emissive lighting was being applied twice due to not taking checkerboard pattern into account
- Emissive lighting was modulated by basecolor in the recombine
- Metallic materials were contributing specular lighting to the diffuse channel
- Non-checkerboard fixes:
- Fix write mask during SkyLightDiffuse so alpha is updated correctly
- Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor)
- Optimisation: Fall back to default lit for pixels where the opacity is 0.
- For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive)
- For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels
#jira UE-34561
Change 3099673 on 2016/08/24 by Daniel.Wright
Removed unused reflection shape variables
Change 3099674 on 2016/08/24 by Daniel.Wright
Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208)
Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture
Change 3099700 on 2016/08/24 by Daniel.Wright
Disabled log spam when a Rift is connected but not being used
Change 3099730 on 2016/08/24 by Daniel.Wright
MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox
Change 3099789 on 2016/08/24 by Brian.Karis
FloatRGB is now always supported.
If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported.
Change 3099987 on 2016/08/24 by Daniel.Wright
Fixed light grid debug asserts on PS4
* Always creating the local light buffer, even if it won't be used by the shader
* Transition ViewState FRWBuffers to writable at the beginning of a new frame
Change 3100120 on 2016/08/24 by Rolando.Caloca
DR - vk - Use 256MB pages for GPU memory
Change 3100151 on 2016/08/24 by Daniel.Wright
PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet
Change 3100302 on 2016/08/24 by Rolando.Caloca
DR - vk - Mem system changes
- Now allocates a readback heap from GPU->CPU
- Removed bad total memory on heap/type
- Added fallback to another mem type if it's OOM
Change 3101110 on 2016/08/25 by Rolando.Caloca
DR - vk - Remove r.Vulkan.UseGLSL
Change 3101121 on 2016/08/25 by Rolando.Caloca
DR - vk - Initial support for HiResShot
Change 3101450 on 2016/08/25 by Rolando.Caloca
DR - vk - Remove imagelayout from textures; renamed a method for clarity
Change 3101462 on 2016/08/25 by Daniel.Wright
Planar reflections no longer update GPU particles, fixes Scene Depth particle collision
Change 3101525 on 2016/08/25 by Frank.Fella
Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout.
Change 3101613 on 2016/08/25 by Rolando.Caloca
DR - vk - Fix static analysis warning
Change 3101686 on 2016/08/25 by Frank.Fella
Niagara - Move asset type actions into the niagara module.
Change 3101865 on 2016/08/25 by Rolando.Caloca
DR - vk - Fix compile issue when enabling dump layer
Change 3101946 on 2016/08/25 by Frank.Fella
Orion - Fix include error caused by niagara include fixup.
Change 3101999 on 2016/08/25 by Frank.Fella
Fortnite - Fix include error caused by niagara include fixup.
Change 3102035 on 2016/08/25 by Frank.Fella
Ocean - Fix include error caused by niagara include fixup.
Change 3102047 on 2016/08/25 by Frank.Fella
UnrealTournament - Fix include error caused by niagara include fixup.
Change 3102627 on 2016/08/26 by Frank.Fella
Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files.
Change 3102654 on 2016/08/26 by Ben.Woodhouse
Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators
#jira UE-33424
Change 3102780 on 2016/08/26 by Ben.Woodhouse
Make shadow culling take FOV into account, via LODDistanceFactor
Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized
#jira UE-33873
Change 3102930 on 2016/08/26 by Rolando.Caloca
DR - vk - Do not require backbuffer at start, like Metal
Change 3103061 on 2016/08/26 by Rolando.Caloca
DR - vk - More debug dump to help track down issues
Change 3103143 on 2016/08/26 by Rolando.Caloca
DR - vk - Added partial image view for each texture for Depth/Stencil
- Removed some unused members from textures
Change 3104162 on 2016/08/29 by Gil.Gribb
Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3104491 on 2016/08/29 by Rolando.Caloca
DR - vk - Fix merge issue
Change 3104500 on 2016/08/29 by Rolando.Caloca
DR - Rebuilt hlslcc libs after merge
Change 3104978 on 2016/08/29 by John.Billon
-Moved Particle Cutouts to the Required Module
-Pre-existing SubUVAnimation data is automatically moved to required on Init.
-Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default.
Change 3105249 on 2016/08/29 by John.Billon
Fixing non-editor compile error.
Change 3105326 on 2016/08/29 by Zabir.Hoque
SIMD Movie Player on XB1
Change 3105813 on 2016/08/30 by John.Billon
Fixing static analysis warning.
Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt
Removed duplicated view uniform shader parameters initialization between slate and scene rendering. Moved all the duped initialization into a single shared method. The shared method should be where new parameters are initialized if they are required for the view to work properly.
Change 3106350 on 2016/08/30 by Rolando.Caloca
DR - vk - Added missing texture formats
- Added texture debug name
Change 3106547 on 2016/08/30 by Rolando.Caloca
DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth
Change 3106631 on 2016/08/30 by Uriel.Doyon
Dirty Texture Streaming Build do not dirty maps anymore.
#jira UE-35241
Change 3106919 on 2016/08/30 by Rolando.Caloca
DR - Temp workaround to get Vulkan up & running, might require hlslcc fix
Change 3106974 on 2016/08/30 by Uriel.Doyon
Changed lightmass exports version from GUID to INT in order to shorten filenames.
Change 3106988 on 2016/08/30 by Uriel.Doyon
New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default).
#jira UE-35227
Change 3107927 on 2016/08/31 by John.Billon
-Duplicating OpenGL4 ClearUAV Implementation from 4.13
-Fixed uav clear format.
#Jira UE-35345
Change 3108095 on 2016/08/31 by Marc.Olano
Restore initialization of noise textures, accidentally removed in @3106322
#jira UE-35369
Change 3108557 on 2016/08/31 by John.Billon
Fixing HTML5 compile error
[CL 3109297 by Gil Gribb in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2998081 on 2016/06/02 by Rolando.Caloca
DR - Update vulkan headers to 1.0.13.0
Change 2998087 on 2016/06/02 by Rolando.Caloca
DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode
Change 2998092 on 2016/06/02 by Rolando.Caloca
DR - Updated ThirdParty/glslang to 1.0.13.0
Change 2998113 on 2016/06/02 by Martin.Mittring
Added -Deterministic and -BuildName=... as command line option for Screenshot verification
Change 2998115 on 2016/06/02 by Martin.Mittring
optimied Tonemapper sharpen 25->17 instructions
fixes: very bright HDR pixel appeared to not be antialiased
no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen)
moved one multipy into C++
Added debug visualization (HLSL define)
Change 2998132 on 2016/06/02 by Rolando.Caloca
DR - Remove auto from VulkanRHI wherever possible
Change 2998148 on 2016/06/02 by Rolando.Caloca
DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes
Change 2998180 on 2016/06/02 by Rolando.Caloca
DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0
- Check we are not asking for a VkFormat out of bounds (ie only works with core formats)
Change 2998293 on 2016/06/02 by Rolando.Caloca
DR - Add support for BC6H & BC7 in desktop Vulkan
Change 2998419 on 2016/06/02 by Brian.Karis
Optimized CountBits
Change 2998480 on 2016/06/02 by Rolando.Caloca
DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list)
Change 2998486 on 2016/06/02 by Martin.Mittring
fixed ES2 shader compile
Change 2998527 on 2016/06/02 by Daniel.Wright
Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled).
Change 2998531 on 2016/06/02 by Daniel.Wright
Fixed Pixel Normal Offset refraction mode with materials using world space normals
Change 2998568 on 2016/06/02 by Rolando.Caloca
DR - Fix typo
Change 2998630 on 2016/06/02 by Rolando.Caloca
DR - Relaxed glslang strictness to get Pos tCombineLUTs working
- Reenabled Post CombineLUTs on Vulkan
- Removed some extra glsl output from Vulkan backend
- Fixed RHI thread uniform buffer assert
Change 2998639 on 2016/06/02 by Brian.Karis
Fix for crash when removing instances while lighting is building
Change 2998640 on 2016/06/02 by Martin.Mittring
added r.ResetViewState to allow for more deterministic rendering
made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker)
Change 2998790 on 2016/06/02 by Martin.Mittring
minor optimization to SSR
Change 2999849 on 2016/06/03 by Martin.Mittring
fixed issue with sort order
Change 3000340 on 2016/06/03 by Rolando.Caloca
DR - Integrate change from 3000177
Workaround for random crash shutting down D3D11/NV driver
jira UE-18906
Change 3000422 on 2016/06/03 by Rolando.Caloca
DR - Mirror change in Odin
Change 3000571 on 2016/06/03 by Rolando.Caloca
DR - Vulkan SM4 prep
Change 3001652 on 2016/06/06 by Gil.Gribb
Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3001935 on 2016/06/06 by Gil.Gribb
UE4 - Fixed botched merge
Change 3002390 on 2016/06/06 by Gil.Gribb
UE4 - Added code to prevent flooding of rendering thread with heartbeats.
Change 3002442 on 2016/06/06 by Martin.Mittring
Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough
Change 3002460 on 2016/06/06 by Martin.Mittring
fixed missing file in ImageValidator
added .exe to extras
Change 3002514 on 2016/06/06 by Martin.Mittring
added OpenSubDiv 3.0.2, not yet used
Change 3002536 on 2016/06/06 by Martin.Mittring
fixed help text on cvar
Change 3002647 on 2016/06/06 by Martin.Mittring
adding r.ResetViewState to RenderOutputValidation
added r.Streaming.FramesForFullUpdate to r.DisplayInternals
#code_review:Benjamin.Hyder
Change 3002945 on 2016/06/06 by Rolando.Caloca
DR - Fix hlslcc issue with access to matrix elements:
This would fail:
M._m30 += f;
- Fixed IRDump for matrix swizzled
- Fix hlslcc_exe not linking
Change 3002979 on 2016/06/06 by John.Billon
DDS unsupported format error
#Jira UE-24529
Change 3002983 on 2016/06/06 by Martin.Mittring
split FPixelShaderInOut in in and out
Change 3003011 on 2016/06/06 by Martin.Mittring
updated OpenSubDiv to 3.0.2
Fixed SubDivisonRendring by using OpenSubDiv
Change 3003264 on 2016/06/06 by Daniel.Wright
Fixed bUseSingleSampleShadowFromStationaryLights on particles
Change 3003296 on 2016/06/06 by Daniel.Wright
Renamed files Forward* to Mobile*
Change 3003350 on 2016/06/06 by Daniel.Wright
Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported.
Change 3003815 on 2016/06/07 by Chris.Bunner
Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing.
Removed compiler override cvar.
#jira UE-28574
Change 3003827 on 2016/06/07 by Gil.Gribb
UE4 - Increased stack sizes for thread pools.
Change 3003971 on 2016/06/07 by Martin.Mittring
fixed compiler warnings
Change 3004028 on 2016/06/07 by Rolando.Caloca
DR - Update glslang exe
Change 3004555 on 2016/06/07 by Rolando.Caloca
DR - vk - Fix validation warning
Change 3004637 on 2016/06/07 by Martin.Mittring
fixed compiler warning
Change 3004841 on 2016/06/07 by Daniel.Wright
Fix for shadowed variable
Change 3005044 on 2016/06/07 by Daniel.Wright
SubUV Animations can get opacity information from any channel of the source texture
Change 3005057 on 2016/06/07 by Daniel.Wright
Renamed ForwardShading* to Mobile*
Change 3005135 on 2016/06/07 by Uriel.Doyon
Moving wanted mip computation (according to budget) to async task.
Update "stat streaming" to show visible mips and also loading progression.
Fixed overly wanted mip issue cause be max range clamping.
Optimized cost of the texture streamer on the gamethread.
Character, Terrain and Forced Load are now loaded with priority in the AsyncIO
Reduced streaming temp memory requirements on PS4.
Async streaming task now runs in parallel to the incremental update.
Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming.
Fixed metrics with HiddenScale being applied in addition to overbudget limitation.
Improved budget stability when using split load request (one for visible mips + one for hidden mips)
Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5)
Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function.
Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData).
Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects.
Change 3005207 on 2016/06/07 by Uriel.Doyon
Fixed warning
[CL 3006426 by Gil Gribb in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2932679 on 2016/04/04 by Martin.Mittring
remove hack/cvar that is not longer needed as we fixed the bug
#rb:Bob.Tellez
#code_review:Bob.Tellez
Change 2932681 on 2016/04/04 by Martin.Mittring
fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files,
added enure if non scalability setting are used in ScalabilityIni (get now ignored)
#rb:David.Hill
#code_review:Marcus.Wassmer, Michael.Noland
Change 2932719 on 2016/04/04 by Marcus.Wassmer
Merge 3 band SH back to DevRendering
#rb Daniel.Wright
Change 2932760 on 2016/04/04 by Zabir.Hoque
Migrating high resolution cubemaps for skylight and reflection probes.
#rb: Daniel.Wright
Change 2933121 on 2016/04/05 by Rolando.Caloca
DR - vk - Fix free blocks not getting joined
- Fix compile issue
Change 2933122 on 2016/04/05 by Rolando.Caloca
DR - Do not shorten dumped shaders path
Change 2933126 on 2016/04/05 by Rolando.Caloca
DR - vk - Index Buffers using new resource management
Change 2933127 on 2016/04/05 by Rolando.Caloca
DR - vk - Extract multibuffer off index buffer
Change 2933131 on 2016/04/05 by Rolando.Caloca
DR - vk - Transition to vb's using mutlibuffer
Change 2933136 on 2016/04/05 by Rolando.Caloca
DR - vk - Change staging buffers to use resource allocation system
- Fix free block not getting joined
- Remove define
Change 2933140 on 2016/04/05 by Rolando.Caloca
DR - vk - 'static' textures now use resource mgmt
- Release free pages back to the OS
- Remove ensure
Change 2933152 on 2016/04/05 by Rolando.Caloca
DR - vk - Fix aliasing granularity
- Fix renderpass end/copy buffer ensure
Change 2933155 on 2016/04/05 by Rolando.Caloca
DR - SCW - Fix for -directcompile to directly load file for preprocessor
Change 2933158 on 2016/04/05 by Rolando.Caloca
DR - hlslcc - Error on Metal if trying to R & W on RWTextures
- Fix indices on RW reads to be unsigned
#codereview Mark.Satterthwaite, Michael.Trepka
Change 2933169 on 2016/04/05 by Rolando.Caloca
DR - vk - Move header to public to match changes on DevMobile
Change 2933173 on 2016/04/05 by David.Hill
Deferred decal rendering with negative scale
#rb:Matrin.Mittring
#jira:UE-27389
Change 2933273 on 2016/04/05 by Rolando.Caloca
DR - vk - Fix renderdoc markers
Change 2933274 on 2016/04/05 by Rolando.Caloca
DR - Support for -AttachDebugger
Change 2933316 on 2016/04/05 by Rolando.Caloca
DR - vk - Compile fix whene enabling define
Change 2933334 on 2016/04/05 by Rolando.Caloca
DR - Compile fix
#codereview Martin.Mittring
Change 2933805 on 2016/04/05 by Brian.Karis
Temporal AA dynamic antighosting.
Fixed DOF
Change 2933811 on 2016/04/05 by Brian.Karis
Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around.
Change 2933812 on 2016/04/05 by Brian.Karis
Fixed fresnel on SSS skin.
Change 2933813 on 2016/04/05 by Brian.Karis
Tessellation fix
Change 2933816 on 2016/04/05 by Brian.Karis
Improved forward shading support
[CL 2943241 by Gil Gribb in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin
Added support for Landscape grass to use the landscape's light/shadow maps
(original github pull request #1798 by Frugality)
Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM
DM - glslang
Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Common RHI changes
Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Initial rhi check-in. Tappy & SunTemple working on PC.
#codereview Jack.Porter, Chris.Babcock, Josh.Adams
Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Split Immediate command list off RHI
Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
changes to exclude LPV shaders from Vulkan
(reapplied with edit instead of integrate records)
Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
Static shadowing + dynamic-object CSM
Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
Mobile GPU particles
Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
Planar reflections very WIP
Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
Separate Translucency very WIP
Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
ProtoStar engine changes
Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
HACK for Max Texture Samplers hardcoded to 8 on ES2
Should be cleaned up better with UE-24419.
Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Integrate pipeline cache
Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM
DM - Initial CCT support
Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Empty bound shader states cache
- Only used currently on Vulkan
Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM
DM - Added GRHINeedsExtraDeletionLatency from 4.11
Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM
DM - Remove batched elements quads (was not been used at least since UE3!)
Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Fence mgr (disabled)
Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Resource management (disabled)
Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Expand number of stencil op bits
Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Add support for more MaxSimultaneousRenderTargets
Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Support for 3d staging textures
Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream
Vulkan RHI stub for new SharedResourceView RHI call
Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - SM4 preq
Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream
Android Vulkan support initial checkin
Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile
Reinstate vertex fog, fixes UE-28166
Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Use fence manager
Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Descriptor pool
[CL 2912606 by Peter Sauerbrei in Main branch]