Commit Graph

45 Commits

Author SHA1 Message Date
rolando caloca
bb97537cc2 UE5 - Fix Linux DDPI file for Vulkan
Also enabled VolumeTextureCompression and RGBColorBuffer in the inis (as the code was already using them)
#rb Brandon.Schaefer

#ROBOMERGE-SOURCE: CL 15343336 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15359330 by rolando caloca in ue5-main branch]
2021-02-08 15:57:19 -04:00
Rolando Caloca
787335d0ca UE5 - Fixed ini for Vulkan SM5 (comments are at the beginning of the line, so it was failing to read 'true')
#rb trivial

[CL 15271493 by Rolando Caloca in ue5-main branch]
2021-02-01 12:28:07 -04:00
christopher waters
d1e9a0ce0b Adding ERHIFeatureLevel::SM6 and SP_PCD3D_SM6. Initially, both are disabled by default. The shader model is enabled with r.D3D12.AllowShaderModel6 and the feature level is only used when the shader model is enabled and the PC runtime supports 12_1 and SM6.5. The idea here is to raise these requirements to 12_2 and SM6.6 when those come online.
#jira none
#rb kenzo.terelst, arciel.rekman, lukas.hermanns, mihnea.balta, yuriy.odonnell

[CL 15222057 by christopher waters in ue5-main branch]
2021-01-27 16:08:00 -04:00
Rolando Caloca
9ecddb587e UE5 - Add Vulkan SM5 to DDPI
Removed duplicate assignment
#rb Josh.Adams
#rnx
#fyi Mihnea.Balta, Jonas.Meyer, Carl.Lloyd

[CL 14902462 by Rolando Caloca in ue5-main branch]
2020-12-10 18:22:18 -04:00
Josh Adams
b741c98591 - Giving each platform a Guid forevermore, in DataDrivenPlatformInfo
- MediaModule now uses the platform Guid from DDPI instead of having a per-platform MediaInfo module that only supplied a Guid. Deleted many platform extension modules
#rb thomas.engel

[CL 14824685 by Josh Adams in ue5-main branch]
2020-11-30 18:59:13 -04:00
Marc Audy
a7f9391231 Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
This represents UE4/Main @ 14768117

For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer

[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -04:00
Zabir Hoque
ad7cd632a5 Copied shader pipeline and changes to RDG/Shader system to support dynamic param binding struct creation. Actual dynmaic param binding generation is stubbed. Parsing SRVs UAVs and Params from shaders.
#codereview: Juan.Canada; Carlos.Gonzalez; Halfdan.Ingvarsson; Zach.Bethel; Ben.Ingram; Arciel.Rekman

[CL 14639123 by Zabir Hoque in ue5-main branch]
2020-11-02 21:40:25 -04:00
Marc Audy
68150e0be7 Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
This represents UE4/Main @ 14594913

[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
graham wihlidal
e7baff4df8 Guarded Nanite shader compilation, RHI init, and runtime passes with a data driven platform info bSupportsNanite / DoesPlatformSupportNanite() path, so unsupported platforms don't crash trying to run Nanite. Removed pre-existing Metal hacks in favor of new solution, and also fixed a number of issues around HZB dependencies and some other cases.
#rb rune.stubbe, brian.karis
#fyi marcus.wassmer, michal.valient, josh.adams

[CL 14117046 by graham wihlidal in ue5-main branch]
2020-08-14 16:09:16 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
Josh Adams
5f27a8dbcb [Upgrade Notes Critical! Licensee build scripts and DeviceProfiles may need updating]
- Formalizing all TargetPlatforms to have a Client version, rename WindowsNoEditor to Windows, and removing DDPI specification of TargetPlatforms, and generate them programmatically
- Updated names DeviceProfiles and Build scripts, as above
- Some PlatformInfo class cleanup
- Added a TNonDesktopTargetPlatformBase class to make most TargetPlatforms simpler
- Added "No Compiled Support" to the Turnkey LaunchOn menu when the TargetPlatforms aren't compiled in (to show that even if you install an SDK, you will need to compile before you can LaunchOn)\
- Starting the transition away from PlatformInfo::FPlatformInfo to FDDPI

[CL 13966487 by Josh Adams in ue5-main branch]
2020-07-29 16:19:10 -04:00
Josh Adams
f4d0f386ef - Added missing UBTPlatformName entry in Windows DDPI.ini
[CL 13826257 by Josh Adams in ue5-main branch]
2020-07-02 14:03:02 -04:00
Josh Adams
94f4be4de1 - Renamed PlatformInfo::FPlatformInfo to PlatformInfo::FTargetPlatformInfo
- Renamed FDataDrivenPlatformRegistry::FPlatformInfo to FDataDrivenPlatformInfo
- Moved some fields from PlatformInfo::FTargetPlatformInfo to FDataDrivenPlatformInfo, and cleaned them up in the process
- Fixed the DataDrivePlatformInfo.ini files to match the previous items
- Removed FVanillaPlatformEntry, and now just using FTargetPlatformInfo to manage flavors under a vanilla PlatformInfo (see PlatformInfo::GetVanillaPlatformInfoArray())
- Cleaned up TPerPlatformValue, as it was often misused (took a group and platform name, but we can get the group from the platform name) [AnimationSharingManager.cpp, *Engine.cpp, Runtime\Engine\*, ]
- Fixed FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to use IniPlatformName instead of some hacky code [BlueprintNativeCodeGenManifest.cpp]
- Fixed various Turnkey bugs that recent testing exposed
- Enabled AUTOSDKS_ENABLED in both Mac and Linux on the Editor side (not that there are much set up to use it)
- Using Turnkey to get the SDK status instead of ValidatePlatforms (gives more detailed information - may want to go back to ValidatePlatforms so only UBT is needed, but change it to give more info)
- Moved OnDeviceDiscovered and Lost delegates from each platform's TargetPlatform class to a static in ITargetPlatform - there was no need for per-platform implementations
- Started working on allowing for SDK to be installed with editor running and not need to restart editor - Work in Progress! It is not usable yet.
#fyi jack.porter
#rb pete.sauerbrei

[CL 13816905 by Josh Adams in ue5-main branch]
2020-07-01 17:07:12 -04:00
Josh Adams
d04b198d32 - Removed Win32 from being referenced in:
- BuildScripts so builders won't compile it
  - UBT platform registration and from being registered in UBT (so it won't show up in VS)
  - PlatformInfo (so it can't triggered from Package/Launch On)
#rb ben.marsh

[CL 13546702 by Josh Adams in ue5-main branch]
2020-05-26 12:07:45 -04:00
josh adams
b58b7ce64d - Changed the File|Package menu for Windows to only show 32 or 64-bit options, based on the bTarget32Bit Windows project setting, so that it won't cook with Win64 but run with Win32
#jira UE-91656
#rb none
[FYI] ben.ingrame

#ROBOMERGE-SOURCE: CL 12984146 in //UE4/Release-4.25/... via CL 12984156 via CL 12984167
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 12984173 by josh adams in Main branch]
2020-04-22 16:38:20 -04:00
ben ingram
2354884dec #jira UE-91658
Fix settings for 32bit windows
#rb none
[FYI] josh.adams

#ROBOMERGE-SOURCE: CL 12669965 in //UE4/Release-4.25/... via CL 12669966 via CL 12669970
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)

[CL 12671682 by ben ingram in Main branch]
2020-04-08 10:06:52 -04:00
jonas meyer
8a6b032961 disable r.Vulkan.UploadCmdBufferSemaphore
fix a validation error on shutdown
#jira none
#rb none

#ROBOMERGE-SOURCE: CL 12232777 in //UE4/Release-4.25/... via CL 12232780
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v664-12234175)

[CL 12234783 by jonas meyer in Main branch]
2020-03-17 15:11:26 -04:00
arciel rekman
787d7bbaf6 Vulkan: prevent overlap between the upload and graphics cmd buffers.
- Enabled on Windows and Linux(-like) platforms only, Android behavior should be unchaged.
- Perf testing inconclusive, from slight improvement to lower dips in the FPS. The main goal is correctness though.

#rb Rolando.Caloca, Dmitriy.Dyomin, Jonas.Meyer
[FYI] Rolando.Caloca, Jonas.Meyer, Dmitriy.Dyomin, Michael.Sartain, Brandon.Schaefer
#jira originally UE-86149

#ROBOMERGE-SOURCE: CL 12025149 in //UE4/Release-4.25/... via CL 12025157
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)

[CL 12025188 by arciel rekman in Main branch]
2020-03-06 17:45:45 -05:00
yuriy odonnell
19d8193e14 Set bSupportsWaveOperations=false for PCD3D_SM5 to prevent DXIL shaders from being loaded in D3D11 mode. Removed GRHISupportsRayTracing check from FMaterialSortCS::ShouldCompilePermutation, as this prevents this shader from being compiled when cooking.
This fixes ray tracing support in cooked builds.

#jira UE-88256
#jira UE-88875
#rb Juan.Canada


#ushell-cherrypick of 11460208 by Yuriy.ODonnell

#ROBOMERGE-SOURCE: CL 11496830 in //UE4/Release-4.25/...
#ROBOMERGE-BOT: RELEASE (Release-4.25 -> Release-4.25Plus) (v654-11333218)

[CL 11496832 by yuriy odonnell in 4.25-Plus branch]
2020-02-18 05:50:05 -05:00
Rolando Caloca
5b82f15def Copying //UE4/Dev-RenderPlat-Staging@11388153 to //UE4/Main
#rb none
#rnx

[CL 11388545 by Rolando Caloca in Main branch]
2020-02-12 13:27:19 -05:00
Josh Adams
6bd5d97d8b - Moved AudioCaptureModuleName spec to a .ini setting, and updated all relevant .ini files
- Fixed .ini staging to follow the IniParent chain for PlatformExtensions
#rb ethan.geller

[CL 11346916 by Josh Adams in Main branch]
2020-02-11 13:51:26 -05:00
simon tovey
d16fb67979 Niagara Platform Set.
New feature for controling which platforms use certain aspects of Niagara.
Current users include;
- Emitter Enabled/Disabled switch
- System level scalability settings in EffectType and overrides in System.
- Emitter level scalability settings in EffectType and overrides in Emitter.

This entirely replaces previous Detail Level feature and all related code.

Now we allow users to select from EffectsQualitiy levels as a basic use case for scaling across platforms.
Further fine grained control can be acheived by setting per device profile overrides to this.
For example all Effects Quality levels could be enabled but Android could be specifically disabled. Or some subset of mobile devices.

TODO: Code is in place for this to cook out emitters but there are other impediments stopping this currently.
TODO: Sebastian has more UI changes incomming but as a v1.0 this is funtional.

#rb Josh.Adams


#ROBOMERGE-OWNER: simon.tovey
#ROBOMERGE-AUTHOR: simon.tovey
#ROBOMERGE-SOURCE: CL 11292064 via CL 11292069
#ROBOMERGE-BOT: (v647-11244347)

[CL 11292627 by simon tovey in Main branch]
2020-02-07 12:32:54 -05:00
Josh Adams
aa9705149b Copying Private-LoadTimes-4.24 stream to Main. Biggest changes are in Materials/Shader memory freezing.
#rb none

[CL 11282608 by Josh Adams in Main branch]
2020-02-06 13:13:41 -05:00
Rolando Caloca
bbb9564388 Copying //UE4/Dev-RenderPlat-Staging@11110326 to //UE4/Main
#rb none
#rnx

[CL 11110369 by Rolando Caloca in Main branch]
2020-01-24 18:07:01 -05:00