tuxerr
a531f1d4b4
PR #8679 : regenerate UBO structs when platform changes (Contributed by tuxerr)
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#rb Mihnea.Balta,Lukas.Hermanns
[FYI] Arciel.Rekman
#preflight 61a9017f800738dbfbbc4920
#ROBOMERGE-AUTHOR: jeannoe.morissette
#ROBOMERGE-SOURCE: CL 18408495 in //UE5/Release-5.0/... via CL 18408515
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18408530 by tuxerr in ue5-release-engine-test branch]
2021-12-08 13:31:51 -05:00
dmytro vovk
8bbdf1e273
Removed ES 3.1 redundant feature level checks
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#jira none
#rb Dmitriy.Dyomin
#ROBOMERGE-SOURCE: CL 16727513 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16727529 by dmytro vovk in ue5-release-engine-test branch]
2021-06-21 09:22:12 -04:00
Jamie Dale
4afb7ce6bb
Made EName an enum class to prevent implicit conversion to int
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The following code would call the int overload rather than the name overload when passed an EName constant, which could easily lead to confusion and bugs:
using FMyId = uint8;
void DoThing(FName);
void DoThing(FMyId);
DoThing(NAME_Actor);
The change to use enum class requires that any code that actually deals with EName as an int (mostly internal name code and serialisation) be updated to explicitly cast, but prevents the implicit conversion that causes the issue above.
In order to preserve the NAME_X aliases that the old-style enum added to the global scope, new aliases have been added that point to the EName scoped versions. Unfortunately these can cause shadowing warnings if NAME_X is defined in the local scope, as the old-style enum used to allow that without shadowing, however there is no way to prevent this so we'll just need to fix any warnings that occur.
#rb Johan.Torp
#preflight 6087e06349a9840001414708
[CL 16126708 by Jamie Dale in ue5-main branch]
2021-04-27 10:11:18 -04:00
marc audy
bf2e06bca2
Added initial support for RDG_{TEXTURE, BUFFER}_ACCESS_ARRAY, which enables a dynamic number of inputs into an RDG pass. Removed unused / deprecated SHADER_PARAMETER_RDG_BUFFER.
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#rb none
#ROBOMERGE-OWNER: marc.audy
#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 15905815 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
#ROBOMERGE-CONFLICT from-shelf
[CL 15907353 by marc audy in ue5-main branch]
2021-04-02 20:35:50 -04:00
rolando caloca
37d045d67e
UE5EA - Revert 15502771 as a *lot* of code is broken
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#rb Lukas.Hermanns
#ROBOMERGE-SOURCE: CL 15502979 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15504100 by rolando caloca in ue5-main branch]
2021-02-23 15:26:14 -04:00
rolando caloca
1ea4dfdc95
UE5EA - Disallow arrays of scalars in uniform buffers
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#rb Lukas.Hermanns
#ROBOMERGE-SOURCE: CL 15502771 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15503767 by rolando caloca in ue5-main branch]
2021-02-23 15:17:34 -04:00
zach bethel
0d7dc4d4ed
Refactor of uniform buffer binding to allow for runtime selection of static or per-shader binding. This is a necessary precursor to moving the View uniform buffer to use static bindings on mesh passes; it is used in so many places that both binding models are required to preserve compatibility. Added validation to catch when a uniform buffer is bound using both methods at the same time. Added CVar to RHI transition validation to control whether to break in the debugger on a transition failure.
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#rb christopher.waters
[CL 14873973 by zach bethel in ue5-main branch]
2020-12-07 17:42:32 -04:00
zach bethel
929433e6b6
Various fixes needed for next round of RDG conversions.
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#rb christopher.waters
#jira none
#rnx
[CL 14562670 by zach bethel in ue5-main branch]
2020-10-23 16:26:52 -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
Marcus Wassmer
3b81cf8201
Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
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autoresolved files
#rb none
[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Michal Valient
95d19f95b1
[REVERB] Merging //UE4/Private-Reverb-Development@13832732
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#rb graham.wihlidal, rune.stubbe, brian.karis, andrew.lauritzen, jeff.farris
[CL 13834854 by Michal Valient in ue5-main branch]
2020-07-06 18:58:26 -04:00
Josh Adams
aa9705149b
Copying Private-LoadTimes-4.24 stream to Main. Biggest changes are in Materials/Shader memory freezing.
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#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
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#rb none
#rnx
[CL 11110369 by Rolando Caloca in Main branch]
2020-01-24 18:07:01 -05:00
ryan durand
0f0464a30e
Updating copyright for Engine Runtime.
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#rnx
#rb none
#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
Rolando Caloca
f83ae4807a
Copying //UE4/Dev-Rendering@9317594 to Dev-RenderPlat-Staging
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#rb none
#rnx
[CL 9317904 by Rolando Caloca in Dev-RenderPlat-Staging branch]
2019-10-01 13:03:04 -04:00
Devansh Maheshwari
ef1714db3b
Texture2DArray Implementation, big CL, enable feature with r.AllowTexture2DArrayCreation. Can create texture arrays from editor, use them in materials and contains several texture editor viewport changes.
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#jira UE-73297
#rb Rolando.Caloca, Uriel.Doyon, Lukas.Hermanns
[CL 8091312 by Devansh Maheshwari in Dev-Rendering branch]
2019-08-16 11:14:58 -04:00
zach bethel
e75e9e2031
Fixed static analysis warning.
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#rb none
#jira none
[CL 7093317 by zach bethel in Dev-Rendering branch]
2019-06-19 11:00:42 -04:00
zach bethel
8ca3dc170e
Added RDG_{TEXTURE, BUFFER}_COPY_DEST usage to pass parameters.
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#rb guillaume.abadie
#jira none
[CL 7073169 by zach bethel in Dev-Rendering branch]
2019-06-18 16:53:31 -04:00
Rolando Caloca
64cb628333
Merging //UE4/Dev-Main@6618338 to Dev-Rendering (//UE4/Dev-Rendering)
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#rnx
#rb none
[CL 6620037 by Rolando Caloca in Dev-Rendering branch]
2019-05-23 13:43:09 -04:00
Lukas Hermanns
6104a36579
Fixed uniform buffer generation (see UE-69171); In the braced-initializer, all sub expressions are now separated by a comma at the end instead of the beginning (e.g. { x, y, } instead of { ,x ,y }).
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#rb Rolando.Caloca, Guillaume.Abadie
#rnx
[CL 6600431 by Lukas Hermanns in Dev-Rendering branch]
2019-05-21 16:44:05 -04:00
Guillaume Abadie
e3bf3fb5f4
Implements SHADER_PARAMETER_STRUCT_ARRAY()
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#rb none
[CL 5817024 by Guillaume Abadie in Dev-Rendering branch]
2019-04-09 21:17:55 -04:00
Rolando Caloca
532adaa65c
DR - Merging //UE4/Dev-Main@5531558 to Dev-Rendering (//UE4/Dev-Rendering)
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#rb none
#rnx
[CL 5591014 by Rolando Caloca in Dev-Rendering branch]
2019-03-27 11:33:31 -04:00
Guillaume Abadie
ca8389b9ec
s/UBMT_GRAPH_TRACKED_/UBMT_RDG_ for better naming consistency.
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#rb none
[CL 4682491 by Guillaume Abadie in Dev-Rendering branch]
2019-01-04 14:52:46 -05:00
Marcus Wassmer
cbfcbbb93b
Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
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#rb none
Should be just copyright updates
[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00
Marcus Wassmer
4cc088f35c
Copying //UE4/Dev-Rendering-HLR@4669539 to Dev-Rendering (//UE4/Dev-Rendering)
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#rb none
#lockdown rolando.caloca
[CL 4669551 by Marcus Wassmer in Dev-Rendering branch]
2018-12-18 21:41:17 -05:00