Marc Audy
0c3be2b6ad
Merge Release-Engine-Staging to Test @ CL# 18240298
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[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
aurel cordonnier
7f517562d5
Merge from Release-Engine-Staging @ 17438845 to Release-Engine-Test
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This represents UE4/Main @17430120 and Dev-PerfTest @17437669
[CL 17439044 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-06 12:23:53 -04:00
christopher waters
1c21a5489c
Shader symbol terminology changes
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- Splitting symbol generation and shader "debug info" generation into two different cvars. This should now allow us to generate symbols post-packaging without generating different shader variants. This should also enable us to always generate symbols and still have the final deduplicated shader sizes.
- r.Shaders.Symbols is now the primary way to enable shader symbols for debugging.
- r.Shaders.GenerateSymbols can be enabled to always generate symbols without writing them to disk.
- r.Shaders.WriteSymbols can be used to force write symbols if they were previously generated.
- r.Shaders.ExtraData can be used to generate shader names for engine runtime systems to use.
- NotifyShaderCooked replaced with NotifyShaderCompiled, prep for upcoming non-cook symbol writing.
- PC DXC shader compiles should only generate debug info when requested, not all the time.
- PC FXC shader compiles should generate debug info when requested, not just when r.Shaders.Optimize is 0.
#jira none
#rb arciel.rekman, lukas.hermanns
#preflight 611ad9035e737200015992db
#ROBOMERGE-SOURCE: CL 17186155 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17186162 by christopher waters in ue5-release-engine-test branch]
2021-08-16 23:18:23 -04:00
jamie hayes
3428774f88
Changed some ITargetPlatform methods (GetAllSupportedShaderFormats, GetTargetedShaderFormats) to remain compiled with a lack of WITH_ENGINE. Their omission isn't necessary from a dependency standpoint, and their access will be required in a future change.
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#rb josh.adams
#jira none
#preflight 6113ed2a0d783d00011ef86e
#ROBOMERGE-SOURCE: CL 17137761 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17137793 by jamie hayes in ue5-release-engine-test branch]
2021-08-11 13:05:07 -04:00
yangke li
578ce6d0e6
add a new TextureCompressionSetting TC_LQ(BGR565/BGR555A1), which is needed in Runtime virtual texture's baked SVT
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The endian of BGR555A1 texture is troublesome on Android platform, because Opengl ES doesn't support GL_UNSIGNED_SHORT_1_5_5_5_REV texture format, meanwhile VK_FORMAT_R5G5B5A1_UNORM_PACK16 is not supported on some Android devices.
#rb Dmitriy.Dyomin
#ROBOMERGE-SOURCE: CL 16966077 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16966080 by yangke li in ue5-release-engine-test branch]
2021-07-27 03:04:08 -04:00
aurel cordonnier
02c0f425e8
Copy up from Release-Engine-Staging @ 16738359
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This represents UE4/Main @ 16738161 and Dev-PerfTest @ 16737719
[CL 16738582 by aurel cordonnier in ue5-release-engine-test branch]
2021-06-22 00:27:54 -04:00
aurel cordonnier
25a11deeac
Merge from Release-Engine-Staging @ 16579919
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This represents UE4/Main @ 16579691 and Dev-PerfTest @ 16579576
[CL 16581170 by aurel cordonnier in ue5-release-engine-test branch]
2021-06-07 20:09:45 -04:00
Zousar Shaker
6521df7bb5
Attempt #2 (with issues fixed from last time): Extract texture format indexing and interfaces from the TargetPlatformManager and instead put it into a new type: TextureFormatManager instead. TargetPlatformManager retains the same API for querying texture format information, it just forwards to the TextureFormatManager instead. This is to facilitate the use of TextureCompressor from standalone executables that shouldn't depend on TargetPlatformManager.
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#rb ben.ingram
Undo //UE5/Main/Engine/Source/... changelist 16172520
[CL 16185594 by Zousar Shaker in ue5-main branch]
2021-05-03 14:05:29 -04:00
Zousar Shaker
64b4edb93a
Undo //UE5/Main/Engine/Source/... changelist 16165786
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[CL 16172520 by Zousar Shaker in ue5-main branch]
2021-04-30 16:07:56 -04:00
Zousar Shaker
5120294eb3
Extract texture format indexing and interfaces from the TargetPlatformManager and instead put it into a new type: TextureFormatManager instead. TargetPlatformManager retains the same API for querying texture format information, it just forwards to the TextureFormatManager instead. This is to facilitate the use of TextureCompressor from standalone executables that shouldn't depend on TargetPlatformManager.
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#rb ben.ingram
[CL 16165786 by Zousar Shaker in ue5-main branch]
2021-04-30 00:28:32 -04:00
aurel cordonnier
50944fd712
Merge UE5/RES @ 16162155 to UE5/Main
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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
dmytro vovk
eab8b64ef1
Removed Scene Software Occlusion
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#jira none
#rb Dmitriy.Dyomin
[CL 16158927 by dmytro vovk in ue5-main branch]
2021-04-29 13:14:48 -04:00
christopher waters
2f132565b1
Tessellation Removal: Removing various leftover Tessellation code.
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#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
Marc Audy
01b7c9f4f5
Merge UE5/RES @ 15958325 to UE5/Main
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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
fe9fd09d40
Implements SetGlobalShaderCacheOverrideDirectory
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#rb luke.thatcher
#preflight 605cccf90944f60001c952eb
[CL 15831586 by Guillaume Abadie in ue5-main branch]
2021-03-25 16:38:44 -04:00
Andrew Grant
40e9576130
- Allow for each TargetPlatform class to set what DeviceProfile it uses while cooking (with this checkin: desktop = PlatformName, non-desktop = IniPlatformName)
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(From Josh.Adams)
#rb josh.adams
#jira nojira
[CL 15645275 by Andrew Grant in ue5-main branch]
2021-03-08 16:25:33 -04:00
Marc Audy
8f73cd7fa9
Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
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This represents UE4/Main @ 15601601
[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -04:00
Dan Thompson
68cba99f62
adding comments to help the next person who stumbles through here like me.
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[CL 15383412 by Dan Thompson in ue5-main branch]
2021-02-10 20:10:01 -04:00
Josh Adams
e23157fc94
- Removing unused ITargetDevice functionality (like Deploy and Run in C++). These are are supported in some platforms but not all, and are only used by undocumented UFE "commands". UAT is expected to handle all of this.
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#rb brandon.schaefer
[CL 15178023 by Josh Adams in ue5-main branch]
2021-01-25 11:21:44 -04:00
Marc Audy
68150e0be7
Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
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This represents UE4/Main @ 14594913
[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00
Marc Audy
d7f9be3433
Fix non-unity
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[CL 14570801 by Marc Audy in ue5-main branch]
2020-10-25 14:23:46 -04:00
Marc Audy
4c1bb11c29
Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
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This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck
[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
Josh Adams
c7c4758f89
- Fixed non-unity error
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#jira UE-101511
[CL 14549490 by Josh Adams in ue5-main branch]
2020-10-22 17:31:58 -04:00
Josh Adams
864346d522
- Using new multiple-platform Config system to let MeshLOD and Texture cooking system to get ini settings as needed, instead of having each TargetPlatform LoadLocalIni (which was a cause of some bugs)
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- Removed other uses of LoadLocalIni from TargetPlatforms (eventually LoadLocalIni and LoadGlobalIni will hopefully be hidden away with better APIs in FConfigCacheIni)
#rb james.doverspike
[CL 14490797 by Josh Adams in ue5-main branch]
2020-10-14 09:45:12 -04:00
Marc Audy
50a3d7d368
Merge Release-Engine-Staging to Main @ CL# 14467590
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This represents UE4/Main @ 14432125 + some cherrypick fixes
[CL 14468207 by Marc Audy in ue5-main branch]
2020-10-09 22:42:26 -04:00