Commit Graph

40 Commits

Author SHA1 Message Date
Josh Adams
4474d77737 - Updated Mac compile default to Host architecture
- Added missing Project Settings
- Added support for BuildMachine haaving unique defaults
#preflight 63ef74ca977ceed915159aac
#rb zack.neyland
#preflight 63eff0b5e832ea950aa484c1

[CL 24291676 by Josh Adams in ue5-main branch]
2023-02-17 16:44:06 -05:00
richard wallis
8d24dcd6ee Add -fpreserve-invariance for Vertex shaders for Metal versions above 2.2. macOS only: Reinstate Metal versions 2.2 and 2.3 to work round what appears to be a M1 position invariance compiler bug.
#jira UE-164360
#preflight 63443b667045f13c96bda936
[REVIEW] [at]zack.neyland, [at]axel.riffard, [at]jack.porter, [at]adam.kinge

[CL 22509223 by richard wallis in ue5-main branch]
2022-10-13 14:40:48 -04:00
axel riffard
c64aa2de93 Catalina, iOS 14 removal
Metal 2.3 removed, Metal 3.0 added for Mac

#jira UE-163352
#rb adam.kinge bertrand.carre
#preflight 631ea7eb94758d0bf2008668

[CL 21960671 by axel riffard in ue5-main branch]
2022-09-11 23:47:08 -04:00
axel riffard
494b98c831 Remove Catalina support and Metal 2.2 from Mac.
#jira UE-149923
#rb jack.porter
#preflight 6315c60bf448dc6e58121822

[CL 21790515 by axel riffard in ue5-main branch]
2022-09-05 06:05:22 -04:00
phil popp
8716f75b0d Add SourceDataOverride to other platform settings
#jira UE-159924
#rb Jimmy.Smith
#preflight 62f52d78b66d5d93139ea4ce

[CL 21339572 by phil popp in ue5-main branch]
2022-08-11 13:19:54 -04:00
carl lloyd
9bc1cec538 Enabling half precision floating point for Metal on iOS/tvOS
#rb Dmitriy.Dyomin, Laura.Hermanns
#jira UE-120588
#preflight 624c3b06f4217035fac65500

[CL 19626453 by carl lloyd in ue5-main branch]
2022-04-05 11:51:04 -04:00
axel riffard
92a7004918 Harmonize Metal version to use in iOS / Mac
#jira UE-135971
#rb jack.porter
[FYI] will.damon, carl.lloyd
#preflight 61e51ef2a2616066f675dd5e

#ROBOMERGE-OWNER: axel.riffard
#ROBOMERGE-AUTHOR: axel.riffard
#ROBOMERGE-SOURCE: CL 18631139 in //UE5/Release-5.0/...
#ROBOMERGE-BOT: UE5 (Release-5.0 -> Release-Engine-Staging) (v899-18417669)
#ROBOMERGE-CONFLICT from-shelf
#p4v-cherrypick 18631594
#preflight 61e643cb1f30b67a22f3febd

[CL 18636647 by axel riffard in ue5-main branch]
2022-01-17 23:50:00 -05:00
aaron mcleran
c853793da9 Fixing tooltips in platform settings
#jira UE-123772
#rb trivial

#ROBOMERGE-AUTHOR: aaron.mcleran
#ROBOMERGE-SOURCE: CL 18427039 in //UE5/Release-5.0/... via CL 18427112
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)

[CL 18427141 by aaron mcleran in ue5-release-engine-test branch]
2021-12-09 18:59:43 -05:00
will damon
6295503c66 Fix the description used for Mac platform target architecture in the editor project settings.
#rb andrew.grant
#jira none
#rnx

#ROBOMERGE-SOURCE: CL 16706311 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16706320 by will damon in ue5-release-engine-test branch]
2021-06-17 12:53:56 -04:00
will damon
4d9be3b3ee Update min macOS version to 10.15 and roll default MSL to v2.2.
[REVIEW] [at]richard.wallis [at]axel.riffard [at]jack.porter [at]dave.hunter
#jira UE-109999
#rnx

#ROBOMERGE-SOURCE: CL 15681710 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)

[CL 15684125 by will damon in ue5-main branch]
2021-03-11 21:32:06 -04:00
Marc Audy
a7f9391231 Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
This represents UE4/Main @ 14768117

For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer

[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -04:00
ryan durand
471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00
ethan geller
ec66713f7e #ROBOMERGE-SOURCE: CL 9765321 via CL 9765325 via CL 9765326 via CL 9765327 via CL 9765329
#ROBOMERGE-BOT: (v545-9751379)

[CL 9765330 by ethan geller in Main branch]
2019-10-23 18:14:10 -04:00
jimmy smith
6aaf321b7e SoundNodeQuality should be evaluated during cooking
#rb Aaron.Mcleran, Marc.Audy, Ethan.Geller
#jira UE-80323


#ROBOMERGE-OWNER: jimmy.smith
#ROBOMERGE-AUTHOR: jimmy.smith
#ROBOMERGE-SOURCE: CL 9542946 via CL 9542950
#ROBOMERGE-BOT: (v521-9539702)

[CL 9543087 by jimmy smith in Main branch]
2019-10-10 17:58:16 -04:00
ethan geller
a84d71f486 #ROBOMERGE-SOURCE: CL 9387878 via CL 9387880
#ROBOMERGE-BOT: (v456-9359915)

[CL 9389736 by ethan geller in Main branch]
2019-10-03 09:09:42 -04:00
bob tellez
f1dd5d1025 Back out changelist 9324635. CIS errors
[FYI] Ethan.Geller


#ROBOMERGE-SOURCE: CL 9325589 via CL 9325591 via CL 9325592
#ROBOMERGE-BOT: (v455-9298202)

[CL 9325593 by bob tellez in Main branch]
2019-10-01 22:56:41 -04:00
ethan geller
1a436fb87f Flip on Stream Caching for Android, Mac and Windows on 11.10.
#ROBOMERGE-SOURCE: CL 9324633 via CL 9324634
#ROBOMERGE-BOT: (v455-9298202)

[CL 9325117 by ethan geller in Main branch]
2019-10-01 20:47:59 -04:00
Marcus Wassmer
6517c68ef5 Copying //UE4/Dev-RenderPlat-Staging@8684824 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 8684840 by Marcus Wassmer in Main branch]
2019-09-14 09:45:25 -04:00
Mark Satterthwaite
840de7ff29 Remove the Metal 2.1 + IABs shader version from the Mac target settings as this is an experimental feature that I don't want to expose to users as it has broken since I worked on it last.
#rb none
#jira N/A
#lockdown marcus.wassmer

[CL 4846682 by Mark Satterthwaite in Dev-Rendering branch]
2019-01-30 14:48:54 -05:00
Mark Satterthwaite
8ba414e181 Add an option "Force 32bit Floating Point Precision" to the iOS project settings to have the shader compiler promote all half-float operations to FP32 as some projects on iOS encounter rendering issues when fragment shader calculations run into half-float precision limits.
#jira UE-68654
#rb none
#lockdown marcus.wassmer

[CL 4804101 by Mark Satterthwaite in Dev-Rendering branch]
2019-01-24 15:59:40 -05:00
Marcus Wassmer
cbfcbbb93b Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
Should be just copyright updates

[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00
Mark Satterthwaite
e39822bbb0 Remove option for Metal 1.2 support from Mac target settings, Metal 2.0 is now the minimum.
#rb none

[CL 4659463 by Mark Satterthwaite in Dev-Rendering branch]
2018-12-13 16:37:30 -05:00
Mark Satterthwaite
045d68365e Incomplete support for Metal 2.1 using Indirect Argument buffers to bind and access resources that were declared as part of a uniform buffer.
- Added a new Metal shader version (5) which compiles as Metal 2.1 with Indirect Argument Buffers for resource binding.
- Only enable the IAB feature for Metal shader version 5 and above and only on macOS for now.
- Added code to create argument encoders which are cached as creating them is pricey.
- Added code to create argument buffers from RHIUniformBuffers and their layouts.
- Ensured that vertex, index and uniform data is allocated such that the pointer won't be invalidated after being written into the IAB.
- Significant changes to the shader compiler and ue4_stdlib to emit IAB structures.

Todo:
- No support for atomic operations on elements within an IAB yet - need to modify ue4_stdlib and the MetalBackend.
- Incorrect compilation of StructuredBuffera and/or ByteAddressBuffer when within an IAB - need to emit a different type in the IAB structure and then only bind the buffer pointer at runtime.
- Indirect Argument Buffers are incompatible with the RHI thread because the creation of texture-views is deferred to the RHI thread but IAB creation is not yet.

#rb none

[CL 4554125 by Mark Satterthwaite in Dev-Rendering branch]
2018-11-08 20:01:54 -05:00
Rolando Caloca
e3ec1a0d94 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 4073167 by Krzysztof.Narkowicz

	Added subsurface profile for eye shading model.
	#jira none

Change 4073422 by Krzysztof.Narkowicz

	Added dual specular for subsurface profile shading model.
	#jira none

Change 4075278 by Krzysztof.Narkowicz

	Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail.
	#jira none

Change 4084231 by Krzysztof.Narkowicz

	Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features.
	#jira none

Change 4092798 by Matt.Collins

	Some HDR refactoring.

	Previously the DisplayOutput and ColorGamut were only set in GameUserSettings.
	I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants.

Change 4096954 by Chris.Bunner

	Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code.

Change 4111285 by Brian.Karis

	Eye shading update.
	Added Iris normal (disabled). Removed wrap. Fixed contact shadows.

Change 4155261 by Krzysztof.Narkowicz

	Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution.

	#jira none

Change 4167644 by Krzysztof.Narkowicz

	Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files.

Change 4183727 by Yuriy.ODonnell

	Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available).

	Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner.
	This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements.

	Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush.
	Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals.

	Added support for DBuffer decals with emissive component.

	Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals.

Change 4197684 by laz.matech

	Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair).

	#jira none

Change 4225614 by Rolando.Caloca

	DR - Enable depth collision particles on Vulkan mobile

Change 4235489 by Uriel.Doyon

	Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights.

	#jira UE-59525

Change 4260154 by Mark.Satterthwaite

	Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker.

Change 4270594 by Brian.Karis

	Fix for textured rect light L pointing away from plane due to approximate diffuse integration.

Change 4273361 by Daniel.Wright

	Particle Cutouts with 8 verts now always use stochastic approach.  Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop.

Change 4309174 by Mark.Satterthwaite

	Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used.

Change 4310121 by Matt.Collins

	Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing.

	#jira none

Change 4312960 by Daniel.Wright

	Fix from Stephen Hill for incorrect light grid culling near the near plane

Change 4314169 by Richard.Wallis

	FShaderCache and associated public structures are now marked as deprecated.  All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic.

	#jira none

Change 4320760 by Arne.Schober

	DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run).
	#jira UE-60992

Change 4334607 by Uriel.Doyon

	Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails).
	Now settings a light Intesity to default resets the brightness to the archetype brightness.
	This handles correctly cases where the intensity units differs between the two objects.
	Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness
	(by recomputing the Intensity).

	#jira UE-61401

Change 4336188 by Rolando.Caloca

	DR - Added -ReduceThreadUsage so programs can use less threads (for SCW )

Change 4337967 by Rolando.Caloca

	DR - Remove unused RHISupportsShaderCompression function

#rb none

[CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00