Commit Graph

79 Commits

Author SHA1 Message Date
Martin Mittring
3eec69cda7 changed all direct access to PassOutputs to GetInput() to allow internal restructuring
[CL 2611739 by Martin Mittring in Main branch]
2015-07-06 18:04:49 -04:00
Martin Mittring
52aa42cee1 fixed old bug where blom and gaussian DOF size doesn't scale linearly, but costing the linear performance increase.
Depending in which screen resolution size the bloom was tweaked this can change the content a bit.
Old method (for a while we keep the cvar): "r.Filter.NewMethod 0"
Added new cvar r.Filter.SizeScale allowing to scale sample count to tweak performance/quality

[CL 2583188 by Martin Mittring in Main branch]
2015-06-10 15:32:12 -04:00
Guillaume Abadie
2bf52edc0c Implements r.Filter.WrongVarienceWorkAround to let r.ScreenPercentage work arround a gaussian filter's invalid variance computation with the screen resolution.
#code_review: Martin.Mittring

[CL 2580712 by Guillaume Abadie in Main branch]
2015-06-08 21:09:20 -04:00
Guillaume Abadie
2eccc7afac Fixes a compilation failure in PostProcessWeightedSampleSum.cpp caused by missing parenthesis in conditions containing && and ||
#code_review: Martin.Mittring

[CL 2576544 by Guillaume Abadie in Main branch]
2015-06-03 21:57:38 -04:00
Guillaume Abadie
da8d9fe4a4 Increases Gaussian filter max number of samples from 32 to 128 by using a custom number of sample iterations shader behind the console variable r.Filter.LoopMode.
#code_review: Martin.Mittring

[CL 2576226 by Guillaume Abadie in Main branch]
2015-06-03 17:26:09 -04:00
Gil Gribb
356a7d8f96 UE4 - Large upgrade to parallel rendering. No longer block per pass. Several RHI cmdlist passthrough functions added and implemented on the consoles
[CL 2570510 by Gil Gribb in Main branch]
2015-05-29 10:47:57 -04:00
Mike Fricker
114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed

PR #1002 -- Thank you, Omar007!

[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00
Martin Mittring
b97547347c fixed bottom right of bloom darker then left top
[CL 2419487 by Martin Mittring in Main branch]
2015-01-26 18:55:05 -05:00
Martin Mittring
1892915bc0 improved VisualizeBloom
fixed BloomScale (wasn't screen percentage, factor off by 4 and dependent on buffersize not viewport size

[CL 2419351 by Martin Mittring in Main branch]
2015-01-26 17:53:20 -05:00
Martin Mittring
a7fc8cd0cf added experimental r.Bloom/Cross feature to get more interestingly shaped bloom (for free, almost like anisomorphic lens flares)
[CL 2404165 by Martin Mittring in Main branch]
2015-01-12 20:35:04 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Rolando Caloca
d8a576970e UE4 - Remove Color parameter on draw events (DEC_*)
[CL 2334566 by Rolando Caloca in Main branch]
2014-10-20 10:43:43 -04:00
Rolando Caloca
a8ab593d84 UE4 - Feature Level ES 3.1 fixes
#codereview Jack.Porter, Sangwoo.Lee, Daniel.Wright

[CL 2324679 by Rolando Caloca in Main branch]
2014-10-09 17:50:34 -04:00
Gil Gribb
598cbb659c UE4 - allow draw events to work in parallel rendering, some flush tweaks
[CL 2293700 by Gil Gribb in Main branch]
2014-09-11 09:38:38 -04:00
Martin Mittring
04475707d1 removed UI Blur (Feature was only used by Fortnite, not fully wokring and complicated the engine internals)
[CL 2292510 by Martin Mittring in Main branch]
2014-09-10 12:31:36 -04:00
Graeme Thornton
df9dbd5ae3 Continued in-editor mobile preview work
- Removed default shader platform parameter from GetGlobalShaderMap()
 - Added an inline overload of GetGlobalShaderMap() that takes a feature level instead, and translates to the correct shader platform
 - Cached feature level on FSceneView for faster access
 - Cached shader map on FViewInfo for faster access
 - Cached featurelevel/shadermap on rendering composition graph execution context, for faster access

Fixed a couple of crashes when switching feature level dynamically
 - Needed to allow certain shader permutations to be generated if feature level was ES2, but still on a PC platform. (i.e. hitproxy shaders, and basepass shaders used by editor primitives system)

#codereview Nick.Penwarden

[CL 2275937 by Graeme Thornton in Main branch]
2014-08-28 06:22:54 -04:00
Rolando Caloca
14cc8f09a3 UE4 - Integrate
- Addes 3_1 define on shaders
- Fixes GL packed uniforms array size incorrect assert
- Disallows running the editor with -featureleveles2
- r.MobileHDR is now read-only
- Moved some checks from SM3 to SM4

[CL 2270866 by Rolando Caloca in Main branch]
2014-08-25 14:41:54 -04:00
Martin Mittring
9335465673 * nicer profile info for WeightedSampleSum shader
[CL 2270847 by Martin Mittring in Main branch]
2014-08-25 14:31:48 -04:00
Mikolaj Sieluzycki
cfaf45ac58 Header cleanup: Engine module, public headers.
[CL 2265766 by Mikolaj Sieluzycki in Main branch]
2014-08-21 06:03:00 -04:00
Graeme Thornton
bcde0d05c2 Mobile Preview
* More removal of GRHIFeatureLevel and GRHIShaderPlatform

[CL 2262530 by Graeme Thornton in Main branch]
2014-08-19 10:41:34 -04:00
Gil Gribb
1d50eae0de UE4 - rework RHI user-facing APIs to be safer and incorporate the desired sematics
[CL 2119499 by Gil Gribb in Main branch]
2014-06-27 11:07:13 -04:00
Joe Tidmarsh
b51d4179ca Converted ConsoleManager code over to use the new typed TAutoConsoleVariable. Implemented support for auto typed string variables.
Moved console variables to their corresponding cpp files where possible.

#ttp 319909 - UE4: RENDERING: Change the ConsoleManager code over to use the new typed TAutoConsoleVariable

[CL 2116537 by Joe Tidmarsh in Main branch]
2014-06-25 05:47:33 -04:00
Gil Gribb
bc7c8cbca8 UE4 - more work preparing for parallel rendering. Merged the cmd list into the post process context, among other things.
[CL 2103040 by Gil Gribb in Main branch]
2014-06-12 07:13:34 -04:00
Gil Gribb
3de6028e86 UE4: Rearrange RHICmdList toward non-null cmd lists and the final "look"
[CL 2100216 by Gil Gribb in Main branch]
2014-06-10 07:29:49 -04:00
Gil Gribb
fa7226b8fe UE4 - merge first pass at parallel rendering to main
[CL 2095959 by Gil Gribb in Main branch]
2014-06-05 16:38:54 -04:00