Commit Graph

1360 Commits

Author SHA1 Message Date
allan bentham
f5e0f0b7ca Android: Add 'Product name' to android misc, gives access to the device's marketing/product name - if available.
#rb chris.babcock

[CL 28268625 by allan bentham in ue5-main branch]
2023-09-27 06:36:53 -04:00
zach bethel
c92cf39716 Refactored render command fence implementation to fence render command pipes.
- Reimplemented render command fence bundler flushing to keep the bundler active during a GC.
 - Added insights regions to track render command pipe recording and fence bundler activity when the render commands channel is active.
 - Cleaned up render command pipe recording so that it works properly with the fence bundler.

#rb chrisopher.waters
[FYI] Dominic.Couture

[CL 28206922 by zach bethel in ue5-main branch]
2023-09-25 17:29:10 -04:00
robert millar
1c1df0ca9c Additional insights CPU profiling scopes
[CL 28095545 by robert millar in ue5-main branch]
2023-09-21 14:22:33 -04:00
allan bentham
0aeaf62e82 Android: Fix out of bounds read.
#rb chris.babcock

[CL 27968175 by allan bentham in ue5-main branch]
2023-09-18 14:33:55 -04:00
gaspardpetit
024e24d716 PR #10737: Guard C++ semantics in Version.h
#rnx
#jira UE-192486
#lockdown aurel.cordonnier

[CL 27933486 by gaspardpetit in ue5-main branch]
2023-09-15 16:56:36 -04:00
josh adams
aeb5cb1347 - Restoring a backout after fixing the issue that causes the backout
[Backout] - CL27745134
[FYI] stan.hormell
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL27731288 - CIS / Build Errors
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Deprecated GetSectionPrivate and FindOrAddSection, and accessors in FConfigFile that could return a non-const FConfigSection (this is so we can track modifications to config values)
- Added AddToSection, RemoveKeyFromSection, etc to replace directly accessing a FConfigSection
- Fixed up Epic code for the deprecations (at least the majority, some projects that aren't built by Horde presubmit may have some that we will address going forward)
#jira UE-194955
#rb david.harvey and various others

[CL 27923017 by josh adams in ue5-main branch]
2023-09-15 13:39:02 -04:00
robert millar
387bb0bd06 Add ability to presize name table in editor for large projects.
Example config in Editor.ini:

[Names]
PreallocateNames=10485760
PreallocateNameMemoryMB=900

#rb ben.zeigler

[CL 27883674 by robert millar in ue5-main branch]
2023-09-14 12:46:21 -04:00
zach bethel
b1ffe1f273 Flush rendering commands prior to clearing pending delete objects at shutdown.
#jira UE-194136
#rb christopher.waters

[CL 27767314 by zach bethel in ue5-main branch]
2023-09-11 15:41:46 -04:00
stan hormell
37bad2d07b [Backout] - CL27731288 - CIS / Build Errors
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Deprecated GetSectionPrivate and FindOrAddSection, and accessors in FConfigFile that could return a non-const FConfigSection (this is so we can track modifications to config values)
- Added AddToSection, RemoveKeyFromSection, etc to replace directly accessing a FConfigSection
- Fixed up Epic code for the deprecations (at least the majority, some projects that aren't built by Horde presubmit may have some that we will address going forward)
#jira UE-194955
#rb david.harvey and various others

[CL 27745141 by stan hormell in ue5-main branch]
2023-09-10 22:58:21 -04:00
josh adams
a8a9a0b759 - Deprecated GetSectionPrivate and FindOrAddSection, and accessors in FConfigFile that could return a non-const FConfigSection (this is so we can track modifications to config values)
- Added AddToSection, RemoveKeyFromSection, etc to replace directly accessing a FConfigSection
- Fixed up Epic code for the deprecations (at least the majority, some projects that aren't built by Horde presubmit may have some that we will address going forward)
#jira UE-194955
#rb david.harvey and various others

[CL 27731364 by josh adams in ue5-main branch]
2023-09-08 17:58:55 -04:00
allan bentham
62efcd76bd Fix a deadlock that occurs if an android device is backgrounded during engine init.
#rb chris.babcock

[CL 27680829 by allan bentham in ue5-main branch]
2023-09-07 14:24:26 -04:00
adam kinge
675f82293f Fix invalid Log parameter passing when SwiftUI is enabled
[CL 27673130 by adam kinge in ue5-main branch]
2023-09-07 10:44:32 -04:00
eric knapik
5b39b5f207 #jira: UE-167025
Add additional test string for where the PreInit module might be located

[REVIEW] [at]Per.Larson [at]PJ.Kack [at]Graeme.Thornton

[CL 27558915 by eric knapik in ue5-main branch]
2023-09-01 12:45:51 -04:00
wei liu
ef3db73069 Fix the Safezone updated incorrectly issue, the SafeFrameChangeEvent needs to be triggered after the orientation changed.
Fix the Gyro broken issue.


#rb Allan.Bentham, Chris.Babcock

[CL 27434423 by wei liu in ue5-main branch]
2023-08-28 22:30:51 -04:00
zack neyland
62436d2317 Apple: Update runtime to macos 11 and clean up warnings from doing that.
#jira UE-193947

[CL 27387471 by zack neyland in ue5-main branch]
2023-08-25 15:04:47 -04:00
tim smith
d758896471 Move VerseVM to CoreUObject to facilitate the merging of UEGC and VerseGC
#rb saam.barati phil.pizlo

[CL 27374952 by tim smith in ue5-main branch]
2023-08-25 09:08:53 -04:00
zach bethel
b5b17e2ae7 Render Command Pipe Implementation and API
Render Command Pipes dedicated asynchronous task pipes for render commands. Users can easily define new pipes and enqueue commands into them. Pipes can be synchronized using a scope to run serial render commands on the render thread, but initially pipes cannot be synchronized individually with each other. Render command overhead is reduced by recording command lambdas into MPSC queues which are serviced by the task graph; both for pipes and for the render thread. This reduces the task overhead as commands are no longer 1-to-1 with tasks.

Pipe behavior is controlled with new CVars. `r.RenderCommandPipeMode` controls overall behavior:
 0 - Legacy render thread tasks,
 1 - Render thread MPSC queue,
 2 - Render thread and async pipe MPSC queues.

To define a Render Command Pipe, use DEFINE_RENDER_COMMAND_PIPE(MyPipe), or DECLARE_RENDER_COMMAND_PIPE(MyPipe, MODULE_API) to declare an extern reference.

Enqueue a command into the pipe like so:

ENQUEUE_RENDER_COMMAND(MyCommand)(UE::RenderCommandPipe::MyPipe, [] (FRHICommandList&) {}).

Omitting a pipe will fallback to the 'general' pipe which is the render thread.

Eventually pipes need to be synced back to the general pipe for scene renders and other GPU work. On the game thread timeline, use UE::RenderCommandPipe::FSyncScope to synchronize the pipes. This waits for pipes and disables recording of new pipe commands until the scope completes, at which point pipe recording is restarted. This creates a 'sync point', so render commands issued prior to a sync scope will be waited on at the start of the scope, and render commands issued after the scope ends will not be able to start until the render thread finishes processing prior commands.

#rb christopher.waters, luke.thatcher

[CL 27074956 by zach bethel in ue5-main branch]
2023-08-14 12:52:45 -04:00
rob krajcarski
5037dd9bd0 Fix for leaking render objects on app exit caused by EngineLoop not processing the last set of pending cleanup objects it acquired
#rb stu.mckenna

[CL 27072268 by rob krajcarski in ue5-main branch]
2023-08-14 11:46:59 -04:00
bob tellez
afd943db61 [Backout] - CL27042396 and 27048615
[FYI] zach.bethel
Original CL Desc
-----------------------------------------------------------------
Render Command Pipe Implementation and API

Render Command Pipes dedicated asynchronous task pipes for render commands. Users can easily define new pipes and enqueue commands into them. Pipes can be synchronized using a scope to run serial render commands on the render thread, but initially pipes cannot be synchronized individually with each other. Render command overhead is reduced by recording command lambdas into MPSC queues which are serviced by the task graph; both for pipes and for the render thread. This reduces the task overhead as commands are no longer 1-to-1 with tasks.

Pipe behavior is controlled with new CVars. `r.RenderCommandPipeMode` controls overall behavior:
 0 - Legacy render thread tasks,
 1 - Render thread MPSC queue,
 2 - Render thread and async pipe MPSC queues.

To define a Render Command Pipe, use DEFINE_RENDER_COMMAND_PIPE(MyPipe), or DECLARE_RENDER_COMMAND_PIPE(MyPipe, MODULE_API) to declare an extern reference.

Enqueue a command into the pipe like so:

ENQUEUE_RENDER_COMMAND(MyCommand)(UE::RenderCommandPipe::MyPipe, [] (FRHICommandList&) {}).

Omitting a pipe will fallback to the 'general' pipe which is the render thread.

Eventually pipes need to be synced back to the general pipe for scene renders and other GPU work. On the game thread timeline, use UE::RenderCommandPipe::FSyncScope to synchronize the pipes. This waits for pipes and disables recording of new pipe commands until the scope completes, at which point pipe recording is restarted. This creates a 'sync point', so render commands issued prior to a sync scope will be waited on at the start of the scope, and render commands issued after the scope ends will not be able to start until the render thread finishes processing prior commands.

#rb christopher.waters, luke.thatcher

[CL 27054009 by bob tellez in ue5-main branch]
2023-08-11 20:05:11 -04:00
zach bethel
2d143afc83 Render Command Pipe Implementation and API
Render Command Pipes dedicated asynchronous task pipes for render commands. Users can easily define new pipes and enqueue commands into them. Pipes can be synchronized using a scope to run serial render commands on the render thread, but initially pipes cannot be synchronized individually with each other. Render command overhead is reduced by recording command lambdas into MPSC queues which are serviced by the task graph; both for pipes and for the render thread. This reduces the task overhead as commands are no longer 1-to-1 with tasks.

Pipe behavior is controlled with new CVars. `r.RenderCommandPipeMode` controls overall behavior:
 0 - Legacy render thread tasks,
 1 - Render thread MPSC queue,
 2 - Render thread and async pipe MPSC queues.

To define a Render Command Pipe, use DEFINE_RENDER_COMMAND_PIPE(MyPipe), or DECLARE_RENDER_COMMAND_PIPE(MyPipe, MODULE_API) to declare an extern reference.

Enqueue a command into the pipe like so:

ENQUEUE_RENDER_COMMAND(MyCommand)(UE::RenderCommandPipe::MyPipe, [] (FRHICommandList&) {}).

Omitting a pipe will fallback to the 'general' pipe which is the render thread.

Eventually pipes need to be synced back to the general pipe for scene renders and other GPU work. On the game thread timeline, use UE::RenderCommandPipe::FSyncScope to synchronize the pipes. This waits for pipes and disables recording of new pipe commands until the scope completes, at which point pipe recording is restarted. This creates a 'sync point', so render commands issued prior to a sync scope will be waited on at the start of the scope, and render commands issued after the scope ends will not be able to start until the render thread finishes processing prior commands.

#rb christopher.waters, luke.thatcher

[CL 27042459 by zach bethel in ue5-main branch]
2023-08-11 15:51:26 -04:00
Josh Adams
574dc31ccb - Very very early support for UE running as a SwiftUI app:
- .ini settings for using SwiftUI main function
  - this will eanble #defines, etc, to enable some embedded style functionality in UE, where SwiftUI will trigger when to create the engine/view/etc
  - assume fully immersive mode, which uses CompositorServices to get drawables from SwiftUI land
  - Added some code to FMetalViewport for using Composotir layer/drawable instead of CoreAnimation layer/drawable
  - If the .ini setting is false, then it will use the original VIsionOS support which works generally in the simulator

- Also removed -lc++ commandline which was causing "duplicate -lc++" warning when building in recent Xcode

#rb adam.kinge

[CL 26769312 by Josh Adams in ue5-main branch]
2023-08-02 09:09:16 -04:00
adolf stary
b23721d20c Merged Android PGO Build shelf to codebase (Engine change)
#rb chris.babcock, allan.bentham
#rnx

[CL 26712787 by adolf stary in ue5-main branch]
2023-07-31 13:41:33 -04:00
chris babcock
b9d7ff43d4 Updates to handling of arbitrary OBB overflow files
[REVIEW] [at]Jack.Porter
#rb Jack.Porter

[CL 26712200 by chris babcock in ue5-main branch]
2023-07-31 13:29:21 -04:00
jamie dale
d7482124d4 Added FCoreDelegates::OnCommandletPreMain and FCoreDelegates::OnCommandletPostMain
This allows things to hook in to provide additional initialization or shutdown logic for any commandlet that may be run.

FCoreDelegates::OnCommandletPreMain is akin to FCoreDelegates::OnFEngineLoopInitComplete (which doesn't run for commandlets).

#jira
#rb Rex.Hill

[CL 26520821 by jamie dale in ue5-main branch]
2023-07-21 14:40:45 -04:00
Matt Peters
3f65bde906 EngineStartup: Add IsEngineStartupModuleLoadingComplete so systems can take different behavior (for logging, user notification, other) when the engine is still initializing versus when initialization is complete.
Convert AssetRegistry to use this function instead of tracking the state itself.
#rb Ben.Zeigler
#rxn

[CL 26499128 by Matt Peters in ue5-main branch]
2023-07-20 18:05:44 -04:00