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#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2826201 on 2016/01/13 by Zabir.Hoque
Add more verbose logging to try to understand #OR-11297
#lockdown Andrew.Grant
#CodeReview Marcus.Wassmer
#RB none
#TESTS compiled Win64 debug editor, ran agora_p
Change 2826170 on 2016/01/13 by Marcus.Wassmer
Flush unloaded resource properly in LoadMap
#codereview Gil.Gribb
#rb none
#test cycling game. memory is freed properly now.
#lockdown Andrew.Grant
Change 2826135 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General
Change 2826131 on 2016/01/12 by Michael.Noland
#UE4 - added print out of MS/FPS during Qos ping evaluation
#rb michael.noland
#tests loaded up through login screen to see output
Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General
Change 2826128 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main
Change 2826116 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
#lockdown andrew.grant
#codereview josh.markiewicz
Change 2825772 on 2016/01/12 by Dmitry.Rekman
Linux signal handling improvements.
- Switch crash handlers to use "crash malloc" (preallocated memory) on crash.
- Remove unnecessary memory allocations from graceful termination handler.
#rb none
#tests Run the Linux server and crashed it a few times.
#codereview David.Vossel, Michael.Trepka
Change 2825768 on 2016/01/12 by Josh.Markiewicz
#UE4 - added print out of MS/FPS during Qos ping evaluation
#rb michael.noland
#tests loaded up through login screen to see output
Change 2825703 on 2016/01/12 by Brian.Karis
Switched on new motion blur. Set temporal AA sharpness to 1.
#rb none
#TESTS editor
Change 2825689 on 2016/01/12 by Lina.Halper
Fix for get animation notify crash
https://jira.ol.epicgames.net/browse/OR-12248
https://jira.ol.epicgames.net/browse/OR-12348
- Also fixed the crash in preview of persona due to blend sample cache contains previous animation data
- Also fixed blend space player to reinitialize cache data
- The main issue is marker doesn't clamp the length, causing notifies ensure to trigger.
#rb : Laurent.Delayen
#tests: 10 Sparrows bot match for long time
#code review: Martin.Wilson
#lockdown: Andrew.Grant
Change 2825680 on 2016/01/12 by Martin.Mittring
fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading)
#rb:Olaf.Piesche, David.Hill
#test: PC, many cases
Change 2825579 on 2016/01/12 by Chris.Bunner
Force shadow shape bone indices on the required update list.
#rb Lina.Halper, Rolando.Caloca
#tests Editor
#codereview Daniel.Wright
#jira OR-12339
Change 2825443 on 2016/01/12 by Martin.Mittring
75 lines
2.8 KiB
Plaintext
75 lines
2.8 KiB
Plaintext
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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UpdateTextureShaders.usf: Compute shaders for copying and updating textures.
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=============================================================================*/
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#include "Common.usf"
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Buffer<int> SrcBuffer;
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RWTexture2D<int4> DestTexture;
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uint2 SrcPitch; //x = number of SrcBuffer elements in a row of the source area, y = Number of components per texel in the source.
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uint4 DestPosSize; // xy = pos, zw = Size of the destination sub rect
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[numthreads(8,8,1)]
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void UpdateTexture2DSubresourceCS( uint2 ThreadId : SV_DispatchThreadID )
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{
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if( all( ThreadId.xy < DestPosSize.zw ) )
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{
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int2 TexturePixelOffset = ThreadId.xy + DestPosSize.xy;
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//supports textures with 1-4 components. Textures with < 4 components will simply ignore writes to the extra components via channel masking.
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int BufferOffset = (ThreadId.x * SrcPitch.y) + (ThreadId.y * SrcPitch.x);
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DestTexture[TexturePixelOffset] = int4(SrcBuffer[BufferOffset].x, SrcBuffer[BufferOffset + 1].x, SrcBuffer[BufferOffset + 2].x, SrcBuffer[BufferOffset + 3].x);
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}
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}
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RWTexture3D<int4> DestTexture3D;
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uint SrcDepthPitch; //number of SrcBuffer entries between z slices of the source volume
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uint4 DestPos; // xyz = starting offset in destination volume texture
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uint4 DestSize; //syz = size of the volume to update
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[numthreads(8, 8, 1)]
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void UpdateTexture3DSubresourceCS(uint3 ThreadId : SV_DispatchThreadID)
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{
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if (all(ThreadId.xyz < DestSize.xyz))
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{
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int3 TexturePixelOffset = ThreadId.xyz + (int3)DestPos.xyz;
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//supports textures with 1-4 components. Textures with < 4 components will simply ignore writes to the extra components via channel masking.
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int BufferOffset = (ThreadId.x * SrcPitch.y) + (ThreadId.y * SrcPitch.x) + (ThreadId.z * SrcDepthPitch);
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DestTexture3D[TexturePixelOffset] = int4(SrcBuffer[BufferOffset].x, SrcBuffer[BufferOffset + 1].x, SrcBuffer[BufferOffset + 2].x, SrcBuffer[BufferOffset + 3].x);
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}
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}
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Texture2D<int4> SrcTexture;
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[numthreads(8,8,1)]
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void CopyTexture2DCS( uint3 ThreadId : SV_DispatchThreadID )
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{
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DestTexture[ThreadId.xy] = SrcTexture.Load(int3(ThreadId.x, ThreadId.y, 0));
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}
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Buffer<uint4> SrcCopyBuffer;
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RWBuffer<uint4> DestBuffer;
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//.x Num elements per thread.
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uint CopyElementsPerThread;
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[numthreads(64,1,1)]
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void CopyData2CS(uint3 ThreadGroupId : SV_GroupID, uint3 GroupThreadId : SV_GroupThreadID)
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{
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int Offset1 = (ThreadGroupId.x * 2 + 0) * 64 + GroupThreadId.x;
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int Offset2 = (ThreadGroupId.x * 2 + 1) * 64 + GroupThreadId.x;
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DestBuffer[Offset1] = SrcCopyBuffer[Offset1];
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DestBuffer[Offset2] = SrcCopyBuffer[Offset2];
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}
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[numthreads(64,1,1)]
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void CopyData1CS(uint3 ThreadId : SV_DispatchThreadID)
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{
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uint offset = ThreadId.x;
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DestBuffer[offset + 0].xyzw = SrcCopyBuffer.Load(offset + 0).xyzw;
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}
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