Commit Graph

26 Commits

Author SHA1 Message Date
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
brandon schaefer
9ddde7d5e4 Add TargetSettingsIniSectionName for Linux and LinuxArm64.
This was causing issues with not setting streaming audio to true for Compressed Audio

#jira UE-130555
#rb none
[FYI] Aaron.McLeran, Max.Hayes

#ROBOMERGE-AUTHOR: brandon.schaefer
#ROBOMERGE-SOURCE: CL 17725727 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v879-17706426)

[CL 17725760 by brandon schaefer in ue5-release-engine-test branch]
2021-10-05 15:15:27 -04:00
jeannoe morissette
7bbdf95cf0 Unify the DataDrivePlatformInfo for VULKAN_SM5 in a common VulkanPC fake platform. The same slot was used in Editor (FGenericDataDrivenShaderPlatformInfo::Infos[SP_VULKAN_SM5]) for all these different sets of values (Windows, Linux, etc), so they would overwrite eachother (and the last one loaded was used). Use a single set of values for all VULKAN_SM5 and we will add a ShaderPlatform for those that need to diverge (like it was done for Android) or store the setting elsewhere.
#rb Mihnea.Balta,steve.smith

#ROBOMERGE-AUTHOR: jeannoe.morissette
#ROBOMERGE-SOURCE: CL 17601769 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)

[CL 17601828 by jeannoe morissette in ue5-release-engine-test branch]
2021-09-22 18:21:10 -04:00
dmitriy dyomin
99bfa9e992 Support SkinCache on mobile (everywhere)
#rb jack.porter, josie.yang

#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 17562761 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17562766 by dmitriy dyomin in ue5-release-engine-test branch]
2021-09-18 04:55:36 -04:00
brandon schaefer
04b75afea8 Fix metasounds ensure PR #8404 (Thanks slonopotamus!)
#jira UE-126767
#rb Aaron.McLeran

#ROBOMERGE-AUTHOR: brandon.schaefer
#ROBOMERGE-SOURCE: CL 17526964 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17526999 by brandon schaefer in ue5-release-engine-test branch]
2021-09-15 17:07:07 -04:00
jeannoe morissette
1c3df9d049 - Add support for 64bit image atomics extension (VK_EXT_shader_image_atomic_int64).
- Add CVar (r.Vulkan.Allow64bitShaderAtomics) to forcefully disable 64bit image atomics.  Currently defaults to 0 (until other components are in).
- Check driver version for Vulkan on NVIDIA, a fix was added for the 64bit image atomics that is required for Nanite. (currently Windows only, Linux TBD)

#rb Rolando.Caloca
[FYI] mihnea.balta,dmitriy.dyomin,brandon.schaefer

#ROBOMERGE-SOURCE: CL 16982971 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16982990 by jeannoe morissette in ue5-release-engine-test branch]
2021-07-28 11:51:01 -04:00
guillaume abadie
84e62d345c Implements r.Bloom.HalfResolutionFFT=2 for quarter-res FFT Bloom
Original author: Bennett Bernardoni

#rb none
#preflight 60ffbc037f21c90001f29648

#ROBOMERGE-SOURCE: CL 16966794 via CL 16970696
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16970849 by guillaume abadie in ue5-release-engine-test branch]
2021-07-27 14:02:28 -04:00
guillaume abadie
792b864c05 Removes a duplicated bSupportsGen5TemporalAA in linux's DataDrivenPlatformInfo.ini
#rb none

#ROBOMERGE-SOURCE: CL 16862045 via CL 16862052
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16862063 by guillaume abadie in ue5-release-engine-test branch]
2021-07-15 10:09:45 -04:00
nick darnell
c611471f65 CommonInput - Using the new UPlatformSettings, to store per-platform information into an NDA location when each platform is configured. These changes make it so we use the 'real' platform ini name, e.g. There's no more "PC" platform as far as the common input exists for configuring the platforms. So if you setup linux, that's another platform you'd configure. The gamepads are still wonky, they're trying to use platform ini names for gamepad names, going to refactor that so it's not coming from platform names. Made an upgrade path for the old settings that will update and then clear the old configuration. Also removed some settings that were added to DataDrivenPlatformInfo that don't make sense, and updated some platforms that never got the settings to begin with.
Josh.Adams, Michael.Noland, Daren.Cheng
[FYI] Josh.Adams, Michael.Noland, Daren.Cheng

#ROBOMERGE-SOURCE: CL 16605253 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16605300 by nick darnell in ue5-release-engine-test branch]
2021-06-09 10:46:45 -04:00
aurel cordonnier
50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00
christopher waters
2f132565b1 Tessellation Removal: Removing various leftover Tessellation code.
#jira UE-94564
#rb mihnea.balta
#preflight 608043e687373000015502b2

[CL 16080287 by christopher waters in ue5-main branch]
2021-04-21 16:11:32 -04:00
rolando caloca
54bec85390 UE5EA - Enable Nanite on Vulkan, fixes rendering issues
[FYI] Mihnea.Balta
#rb Zach.Bethel, Brian.Karis

#ROBOMERGE-SOURCE: CL 16038169 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v789-15992632)

[CL 16038203 by rolando caloca in ue5-main branch]
2021-04-16 15:06:03 -04:00
Marc Audy
01b7c9f4f5 Merge UE5/RES @ 15958325 to UE5/Main
This represents UE4/Main @ 15913390 and Dev-PerfTest @ 15913304

[CL 15958515 by Marc Audy in ue5-main branch]
2021-04-08 14:32:07 -04:00
Guillaume Abadie
11d2f59735 Controls whether Gen5TAA is supported solely based on FDataDrivenShaderPlatformInfo
#rb chris.waters
#jira UE-111389

[CL 15748536 by Guillaume Abadie in ue5-main branch]
2021-03-19 12:51:42 -04:00
rolando caloca
19418d5c27 UE5EA - Enable byte buffer shaders on Vulkan
#rb Brandon.Schaefer
[FYI] Mihnea.Balta

#ROBOMERGE-SOURCE: CL 15573605 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15573612 by rolando caloca in ue5-main branch]
2021-03-02 16:23:17 -04:00
dmitriy dyomin
1b97990bd1 Support compressed volume textures on iOS and Android (ASTC)
Removed bSupportsVolumeTextureCompression as all platforms support it now, only Switch fallbacks to uncompressed
#jira UE-108841
#rb jack.porter

#ROBOMERGE-SOURCE: CL 15566901 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15566914 by dmitriy dyomin in ue5-main branch]
2021-03-02 02:21:19 -04:00
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
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
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
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
brandon schaefer
30a7534b8e Linux is enabled for Windows Editor when available
#jira UE-89963
#rb none
[FYI] Josh.Adams

#ROBOMERGE-SOURCE: CL 12118335 in //UE4/Release-4.25/... via CL 12118336
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v657-12064184)

[CL 12118354 by brandon schaefer in Main branch]
2020-03-10 17:12:15 -04:00
Michael Sartain
8c55d8af35 Move Linux architectures to Linux package project submenu
Add a PlatformSubMenu ini entry to DataDrivenPlatformInfo sections, and coalesce these in FPackageProjectMenu::MakeMenu().

Cherry pick 9539016

#jira UE-79779
#rb brandon.schaefer

[CL 9618685 by Michael Sartain in 4.24 branch]
2019-10-16 11:33:20 -04:00
brandon schaefer
5bcf268a40 Use the correct platform type (thanks moadib! PR #6242)
#jira UE-80811
#rb none
#lockdown cristina.riveron

#ROBOMERGE-SOURCE: CL 9224551 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v443-9013191)

[CL 9224563 by brandon schaefer in Main branch]
2019-09-27 14:54:21 -04:00
Ben Marsh
0cc6e3dca6 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
#rb none
#rnx

[CL 6631504 by Ben Marsh in Main branch]
2019-05-24 11:51:54 -04:00