Commit Graph

9 Commits

Author SHA1 Message Date
Johan Berg
7bf03dd843 Optimizations to ShaderCodeLibrary cooking
* Use a local cache for FNames when parsing FStableShaderKeyAndValue. This saves around 29 seconds when cooking a large data set.
* Write directly to CSV file instead of using string arrays. This saves around 2.3 seconds.
* Reserve string size when parsing FCompactFullName. This saves around 0.5 seconds.

#rb graeme.thornton, steve.robb

[CL 5237151 by Johan Berg in Dev-Core branch]
2019-02-28 06:24:14 -05:00
Justin Marcus
a6267fe237 Merging using //Fortnite/Dev-EngineMerge-To-//UE4/Main
Manual merge of CL 4940744 because robomerge had issues.

Original Description:

Merging //Fortnite/Dev-Kairos to Main (//Fortnite/Main)

Getting ready for Install Bundle Manager merge to main.  These are Engine/Core fixes


4440445
Fix FBuildPatchInstaller::Initialize() failing for manifests that did not include the empty tag.

#jira no jira
#rb Leigh.Swift


4474598
Add Android Macros to disable optimization
Fix Android directory iteration for OBBs.  FindFilesRecursive() now works.
#jira UEATM-177
#rb Chris.Babcock

4487221
Android file - When mounting an OBB, fix possibly mounting directories as files.
#rb Chris.Babcock

4511214
Fix Android directory iteration not returning the visitor result.  This would cause IPlatformFile::FindFilesRecursively() to prematurely end iteration.
#rb Chris.Babcock

4670945
Fix GetVarArgs format specifier off by 1 error.  These would only show up if you had the format specifier at the end of the format string and only with 'l' and not 'll'.  In that case the code would walk off the end of the format string, usually into another static string.

Fix GetVarArgs to never walk off the end of the format string.

#rb [at]ben.ziegler

4746778
Fix FShaderCodeEntry ref counts being off by one.
This bug was exposed because [Project Name Redacted] doesn't load shaderlibs or the PSO cache until well after engine init.  That means some FShaderResource's are loaded before shader libs or PSO cache and FShaderCodeLibrary::RequestShaderCode() can fail in FShaderResource::SerializeShaderCode().

#rb [at]Gil.Gribb [at]Chris.Babcock

[CL 4948018 by Justin Marcus in Main branch]
2019-02-08 11:00:43 -05:00
Robert Manuszewski
cfa01c09c7 Merging //UE4/Dev-Main to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4731457 by Robert Manuszewski in Dev-Core branch]
2019-01-16 04:23:12 -05:00
Marc Audy
ab108c215e Copying to Dev-Main @ CL# 4688301
#rb
#rnx

[CL 4688816 by Marc Audy in Main branch]
2019-01-08 11:38:48 -05:00
Robert Manuszewski
2752c82adc Merging //UE4/Dev-Main @ 4664414 to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4675693 by Robert Manuszewski in Dev-Core branch]
2019-01-02 00:55:51 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Robert Manuszewski
9115b1f991 Merging //UE4/Dev-Main @ 4629913 to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4631340 by Robert Manuszewski in Dev-Core branch]
2018-12-05 02:19:48 -05:00
Marcus Wassmer
2b944cb943 Copying //UE4/Dev-Rendering@4626416 to Dev-Main (//UE4/Dev-Main)
#rb none
#lockdown nick.penwarden

[CL 4626501 by Marcus Wassmer in Main branch]
2018-12-03 22:25:23 -05:00
Guillaume Abadie
c72b7a33d8 Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.

Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.

Names of the graph managed resources are not final.

#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer

[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00