Commit Graph

2 Commits

Author SHA1 Message Date
Marcus Wassmer
edea678466 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3055495 on 2016/07/19 by Marc.Olano

	Allow Noise material node on mobile

	No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.

	#jira UE-33345

Change 3055602 on 2016/07/19 by Luke.Thatcher

	Fix crash bug in D3D11 RHI when selecting adapters.
	 - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
	#jira UE-33236

Change 3055890 on 2016/07/19 by Daniel.Wright

	Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was

Change 3055891 on 2016/07/19 by Daniel.Wright

	Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
	* This will effectively double partial distiance field update costs until clipping of the update regions is implemented

Change 3055892 on 2016/07/19 by Daniel.Wright

	Higher poly light source shapes drawn into reflection captures

Change 3055893 on 2016/07/19 by Daniel.Wright

	More info to 'Incompatible surface format' GNM assert

Change 3055904 on 2016/07/19 by Daniel.Wright

	Reflection environment normalization improvements
	* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing.  Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
	* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections.  The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
	* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues.  This toggle was previously not possible due to prenormalizing the capture data.
	* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
	* Removed unused r.DiffuseFromCaptures
	* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8

Change 3055905 on 2016/07/19 by Daniel.Wright

	Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV

Change 3059486 on 2016/07/21 by Nick.Penwarden

	Testing #uecritical

Change 3060558 on 2016/07/21 by Daniel.Wright

	Fixed skylight with specified cubemap being black

Change 3061999 on 2016/07/22 by Marcus.Wassmer

	Disable old AMD driver hacks for DX11.  QA has already tested with them off and given thumbs up.

Change 3062241 on 2016/07/22 by Daniel.Wright

	Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms

Change 3062244 on 2016/07/22 by Daniel.Wright

	Discard old prenormalized reflection environment data on load

Change 3062283 on 2016/07/22 by Daniel.Wright

	MSAA support for the forward renderer
	* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
	* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
	* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
	* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
	* Added r.MSAACount which defaults to 4
	* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
	* GBuffer targets are no longer allocated when using the forward renderer
	* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only

Change 3062666 on 2016/07/23 by Uriel.Doyon

	Added legend to streaming accuracy viewmodes
	Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
	Exposed the pass through pixel shader so that it can be reused.
	#review-3058986 @marcus.wassmer

Change 3063023 on 2016/07/25 by Luke.Thatcher

	Fix "RecompileShaders Changed" when using Cook On The Fly.
	#jira UE-33573

Change 3063078 on 2016/07/25 by Ben.Woodhouse

	Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc

Change 3063315 on 2016/07/25 by Ben.Woodhouse

	Fix div 0 in motion blur. This caused artifacts in some fairly common cases
	#jira UE-32331

Change 3063897 on 2016/07/25 by Uriel.Doyon

	Fixed missing qualifier on interpolants

Change 3064559 on 2016/07/26 by Ben.Woodhouse

	Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
	Tested fix on xbox, PC and PS4, using QAGame
	#jira UE-28592

Change 3064896 on 2016/07/26 by Ben.Woodhouse

	Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)

Change 3064913 on 2016/07/26 by Ben.Marsh

	Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.

Change 3065326 on 2016/07/26 by Uriel.Doyon

	Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
	#jira UE-32585

Change 3065541 on 2016/07/26 by Daniel.Wright

	Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading

Change 3065543 on 2016/07/26 by Daniel.Wright

	Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413

Change 3065545 on 2016/07/26 by Daniel.Wright

	Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing.  Tweakable impact with r.NormalCurvatureToRoughnessScale.
	Fixed reflection capture feedback with base pass reflections

Change 3066783 on 2016/07/27 by Daniel.Wright

	Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
	Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)

Change 3066794 on 2016/07/27 by Daniel.Wright

	Fixed crash rendering planar reflections due to NULL PostProcessSettings

Change 3067412 on 2016/07/27 by Daniel.Wright

	Fix for OpenGL4 with uint interpolator

Change 3068470 on 2016/07/28 by Daniel.Wright

	Fixed crash rendering translucency with translucent shadows which were determined to be invisible

Change 3069046 on 2016/07/28 by Daniel.Wright

	Handle null Family in SetupAntiAliasingMethod

Change 3069059 on 2016/07/28 by Daniel.Wright

	Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)

Change 3069391 on 2016/07/28 by Daniel.Wright

	Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright

Change 3070369 on 2016/07/29 by Daniel.Wright

	r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing

Change 3070370 on 2016/07/29 by Daniel.Wright

	Bumped reflection capture DDC version to get rid of legacy prenormalized data

Change 3070680 on 2016/07/29 by Marcus.Wassmer

	Fix slate ensure that is most likely a timing issue exposed by rendering.
	#ue-33902

Change 3070811 on 2016/07/29 by Marcus.Wassmer

	Fix ProjectLauncher errors when loading old versions
	#ue-33939

Change 3070971 on 2016/07/29 by Uriel.Doyon

	Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory

Change 3071452 on 2016/07/31 by Uriel.Doyon

	Updated the legend description for the (texture streaming) primitive distance accuracy view mode

[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
Nick Penwarden
6d5e1da95f Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown ben.marsh

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2774277 on 2015/11/19 by Gil.Gribb

	UE4 - Did minor optimizations to the PS4 RHI and drawlists.

Change 2791226 on 2015/12/04 by Uriel.Doyon

	Added source code for Embree 2.7.0
	Removed duplicate files from the /doc folder.

Change 2800193 on 2015/12/11 by Marcus.Wassmer

	SSAO AsyncCompute support.
	#rb Martin.Mittring

Change 2801631 on 2015/12/14 by Olaf.Piesche

	Making auto deactivate true by default, moving checks to HasCompleted, eliminating some unnecessary logic

	#rb martin.mittring

Change 2803240 on 2015/12/15 by Gil.Gribb

	UE4 - Added command to collect stats on spammy stats.

Change 2803476 on 2015/12/15 by Rolando.Caloca

	DR - Allow toggling compute skin dispatch at runtime
	- r.SkinCacheShaders Now enable the shaders and feature
	- r.SkinCaching enables toggling at runtime
	- r.SkinCache.BufferSize Sets the size in bytes of buffer for outputting
	- Now uses 3 UAV buffers instead of one (avoid RenderDoc crashes)
	#codereview Marcus.Wassmer, Martin.Mittring

Change 2803940 on 2015/12/15 by Marcus.Wassmer

	Add r.PS4.AsyncComputeBudgetMode to switch between CUMasking and WaveLimit modes.  So far it looks like WaveLimits behave better in UE4.

	Also rearrange AsyncSSAO to run immediately after HZB to overlap with occlusion queries.  In my testing this takes SSAO cost from .5ms -> .2ms.   However it had to be hacked to run without normals.  Hopefully Martin can get some real AsyncSSAO in.

	#rb Martin.Mittring
	#codereview Martin.Mittring

Change 2803999 on 2015/12/15 by Uriel.Doyon

	Refactored the shader complexity material override logic to allow other viewmodes shader overrides.
	TexelFactorAccuracy ViewMode : shows the accuracy of the static mesh texel factors, used for streaming.
	WantedMipsAccuracy ViewMode : shows the accuracy of the static mesh wanted mips accuracy, used for streaming.
	Added an option to stream textures based on the AABB distance instead of using the sphere approximation.
	Added an option to only keep a the wanted mips.
	Moved optimization related viewmodes into a submenu to avoid polluting the interface.
	#jira UE-24502
	#jira UE-24503
	#jira UERNDR-89

Change 2804150 on 2015/12/15 by Olaf.Piesche

	make separate translucency screen percentage a bit more robust; add numsamples to the render target creation functions in preparation for MSAA support for higher quality with low res separate translucency

	#rb martin.mittring

Change 2804367 on 2015/12/15 by Daniel.Wright

	Capsule shadow primitives are tracked separately on registration - saves 2.6ms of RT time doing the view frustum culling in a medium sized map

Change 2805293 on 2015/12/16 by Olaf.Piesche

	logging if potentially immortal emitters are spawned from gameplay; this should catch if we spawn burst only emitters with indefinite life spans (muzzle flashes, hit impacts, etc.)

	#rb martin.mittring

Change 2805586 on 2015/12/16 by Zabir.Hoque

	Adding support for decals to fade and destroy themselves automatically.

	#CodeReview: Martin.Mittring, Daniel.Wright, Olaf.Piesche

Change 2807663 on 2015/12/17 by Rolando.Caloca

	DR - Remove expensive logging
	#codereview Marcus.Wassmer

Change 2807903 on 2015/12/17 by Zabir.Hoque

	Refactored DecalComponent's lifetime management such that it can be set and reset from Blueprints.

	#CodeReview Daniel.Wright, Martin.Mittring, Olaf.Piesche

Change 2809261 on 2015/12/18 by Martin.Mittring

	Added VisualizeShadingModels to track down issues like that:
	  FORT-16913 Textures on Hero Mesh is not shown
	#rb:David.Hill
	#code_review:Bob.Tellez

Change 2810136 on 2015/12/21 by Rolando.Caloca

	DR - Added back draw event colors
	PR #1602
	#jira UE-21526
	#codereview Mark.Satterthwaite, Keith.Judge, Marcus.Wassmer, Josh.Adams

Change 2810680 on 2015/12/21 by Martin.Mittring

	moved SSAO ComputeShader running without per pixel normal (for AsyncCompute) into DevRendering
	#test:editor

Change 2811205 on 2015/12/22 by Brian.Karis

	Pulled clear coat out of the reflection compute shader. Added permutation for skylight.

	Clear coat base layer now done in base pass. It only picks up the closest capture. This will cause popping when the object moves. Still needs a cross fade.

Change 2811275 on 2015/12/22 by David.Hill

	UE-24675
	#rb martin.mittring

	Corrected buffer-size related problem with fringe.

Change 2811397 on 2015/12/22 by Brian.Karis
2016-01-08 11:12:28 -05:00