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UnrealEngineUWP/Engine/Source/Developer/DerivedDataCache/Private/DerivedDataBackendVerifyWrapper.h

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#include "Misc/Paths.h"
#include "DerivedDataBackendInterface.h"
#include "ProfilingDebugging/CookStats.h"
#include "DerivedDataCacheUsageStats.h"
#include "Misc/ScopeLock.h"
#include "Misc/FileHelper.h"
class Error;
/**
* FDerivedDataBackendVerifyWrapper, a wrapper for derived data that verifies the cache is bit-wise identical by failing all gets and verifying the puts
**/
class FDerivedDataBackendVerifyWrapper : public FDerivedDataBackendInterface
{
public:
/**
* Constructor
*
* @param InInnerBackend Backend to use for storage, my responsibilities are about async puts
* @param InbFixProblems if true, fix any problems found
*/
FDerivedDataBackendVerifyWrapper(FDerivedDataBackendInterface* InInnerBackend, bool InbFixProblems)
: bFixProblems(InbFixProblems)
, InnerBackend(InInnerBackend)
{
check(InnerBackend);
}
virtual bool IsWritable() override
{
return true;
}
virtual bool CachedDataProbablyExists(const TCHAR* CacheKey) override
{
Copying //UE4/Orion-Staging to //UE4/Main (Origin //Orion/Dev-General @ 2870388) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2870336 on 2016/02/17 by Marc.Audy Continued splitting up Orion Build * Restructure from platform based MakeBuild steps in to a PS4, Server, and Windows Client MakeBuild * Cook server data only once for both Windows and Linux (windows reuses Linux server data) * Split compilation of Win64 Client and Server such that MakeBuild_Server only builds Server and MakeBuild_WindowsClient only builds Client #jira UEB-580 #rb Ben.Marsh #tests Preflight and generated Windows Client and Server work to play game Change 2870026 on 2016/02/17 by Wes.Hunt Don't allow array shrinking when removing the corruption wrapper trailer. #rb none Updating CIS Counter Change 2869725 on 2016/02/17 by Dmitry.Rekman More analytics and QoS stats added for 0.19. #rb none #tests Ran Windows client and Linux server on compatible content. Change 2869705 on 2016/02/16 by Ryan.Gerleve Fix replicated properties and call RepNotifies of startup actors when scrubbing in replays. This is the engine support for fixing OR-6817, towers not respawning when rewinding replays. #rb john.pollard #tests golden path, replays, ps4 nomcp Change 2869644 on 2016/02/16 by Jason.Bestimt #ORION_DEV - Merge MAIN (0.18) at CL# 2869635 #Tests:none #RB:none Change 2869586 on 2016/02/16 by Marcus.Wassmer Fix texturestreaming RHI flushes. #rb none #test goldenpath #codereview Gil.Gribb Change 2869279 on 2016/02/16 by Lukasz.Furman fixed minion hit reaction directions #orion OR-13953 #rb Mieszko.Zielinski #tests PIE: hit minions with various abilities from different angles, checked velocity of death particles when killed by abilities and towers #codereview Dan.Youhon Change 2869277 on 2016/02/16 by Wes.Hunt During cook, when a package is not ready to save, actually early out of the saving code. Saves somewhere in the 130s to 200s range for cooks. #rb daniel.lamb #tests local windows cooks, preflight PS4 cooks Change 2869132 on 2016/02/16 by Mieszko.Zielinski Added a function to AISenseConfig allowing native-code MaxAge configuration #UE4 #rb Lukasz.Furman #test none required Change 2868981 on 2016/02/16 by Wes.Hunt remove -LogCookStats cmdline check, always log cook stats. -SendCookAnalytics flag is still used. This was requested by NickP. #rb none #tests local windows cooks Change 2868975 on 2016/02/16 by Wes.Hunt Don't submit DDC usage stats for zero-sized events. #rb none #tests local windows cook Change 2868956 on 2016/02/16 by Jason.Bestimt #ORION_DEV - Merge MAIN (0.18) at CL# 2868926 #RB:none #Tests:none Change 2868889 on 2016/02/16 by Max.Chen Sequencer: Only allow transport control binding when editing level editor sequencers. #rb none #tests none Change 2868663 on 2016/02/16 by David.Ratti downgrade warning to display #rb none #tests compile Change 2868624 on 2016/02/16 by Marcus.Wassmer Re-Enable Defrag validation for devgeneral #rb none #test none Change 2868493 on 2016/02/16 by Benn.Gallagher Added a few more stats to morph target updates to try and narrow down hitches #rb Bruce.Nesbit #tests pie, -game Win64 Change 2868445 on 2016/02/16 by Dmitry.Rekman Linux: report crashes due to stack overflow (OR-14519). - Reserve memory for alternative stack for signal handlers. Adds about 128KB memory per thread. - Force process spawning to use vfork() when no pipes are needed. - Ignore all signals except explicitly handled. - Prevent signals from being raised while another one is handled. - Added "debug threadrecurse" and "debug threadstackoverflow" to test that. [CL 2873763 by Andrew Grant in Main branch]
2016-02-19 12:03:17 -05:00
COOK_STAT(auto Timer = UsageStats.TimeProbablyExists());
FScopeLock ScopeLock(&SynchronizationObject);
if (AlreadyTested.Contains(FString(CacheKey)))
{
Copying //UE4/Orion-Staging to //UE4/Main (Origin //Orion/Dev-General @ 2870388) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2870336 on 2016/02/17 by Marc.Audy Continued splitting up Orion Build * Restructure from platform based MakeBuild steps in to a PS4, Server, and Windows Client MakeBuild * Cook server data only once for both Windows and Linux (windows reuses Linux server data) * Split compilation of Win64 Client and Server such that MakeBuild_Server only builds Server and MakeBuild_WindowsClient only builds Client #jira UEB-580 #rb Ben.Marsh #tests Preflight and generated Windows Client and Server work to play game Change 2870026 on 2016/02/17 by Wes.Hunt Don't allow array shrinking when removing the corruption wrapper trailer. #rb none Updating CIS Counter Change 2869725 on 2016/02/17 by Dmitry.Rekman More analytics and QoS stats added for 0.19. #rb none #tests Ran Windows client and Linux server on compatible content. Change 2869705 on 2016/02/16 by Ryan.Gerleve Fix replicated properties and call RepNotifies of startup actors when scrubbing in replays. This is the engine support for fixing OR-6817, towers not respawning when rewinding replays. #rb john.pollard #tests golden path, replays, ps4 nomcp Change 2869644 on 2016/02/16 by Jason.Bestimt #ORION_DEV - Merge MAIN (0.18) at CL# 2869635 #Tests:none #RB:none Change 2869586 on 2016/02/16 by Marcus.Wassmer Fix texturestreaming RHI flushes. #rb none #test goldenpath #codereview Gil.Gribb Change 2869279 on 2016/02/16 by Lukasz.Furman fixed minion hit reaction directions #orion OR-13953 #rb Mieszko.Zielinski #tests PIE: hit minions with various abilities from different angles, checked velocity of death particles when killed by abilities and towers #codereview Dan.Youhon Change 2869277 on 2016/02/16 by Wes.Hunt During cook, when a package is not ready to save, actually early out of the saving code. Saves somewhere in the 130s to 200s range for cooks. #rb daniel.lamb #tests local windows cooks, preflight PS4 cooks Change 2869132 on 2016/02/16 by Mieszko.Zielinski Added a function to AISenseConfig allowing native-code MaxAge configuration #UE4 #rb Lukasz.Furman #test none required Change 2868981 on 2016/02/16 by Wes.Hunt remove -LogCookStats cmdline check, always log cook stats. -SendCookAnalytics flag is still used. This was requested by NickP. #rb none #tests local windows cooks Change 2868975 on 2016/02/16 by Wes.Hunt Don't submit DDC usage stats for zero-sized events. #rb none #tests local windows cook Change 2868956 on 2016/02/16 by Jason.Bestimt #ORION_DEV - Merge MAIN (0.18) at CL# 2868926 #RB:none #Tests:none Change 2868889 on 2016/02/16 by Max.Chen Sequencer: Only allow transport control binding when editing level editor sequencers. #rb none #tests none Change 2868663 on 2016/02/16 by David.Ratti downgrade warning to display #rb none #tests compile Change 2868624 on 2016/02/16 by Marcus.Wassmer Re-Enable Defrag validation for devgeneral #rb none #test none Change 2868493 on 2016/02/16 by Benn.Gallagher Added a few more stats to morph target updates to try and narrow down hitches #rb Bruce.Nesbit #tests pie, -game Win64 Change 2868445 on 2016/02/16 by Dmitry.Rekman Linux: report crashes due to stack overflow (OR-14519). - Reserve memory for alternative stack for signal handlers. Adds about 128KB memory per thread. - Force process spawning to use vfork() when no pipes are needed. - Ignore all signals except explicitly handled. - Prevent signals from being raised while another one is handled. - Added "debug threadrecurse" and "debug threadstackoverflow" to test that. [CL 2873763 by Andrew Grant in Main branch]
2016-02-19 12:03:17 -05:00
COOK_STAT(Timer.AddHit(0));
return true;
}
return false;
}
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
virtual bool GetCachedData(const TCHAR* CacheKey, TArray<uint8>& OutData) override
{
Copying //UE4/Orion-Staging to //UE4/Main (Origin //Orion/Dev-General @ 2870388) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2870336 on 2016/02/17 by Marc.Audy Continued splitting up Orion Build * Restructure from platform based MakeBuild steps in to a PS4, Server, and Windows Client MakeBuild * Cook server data only once for both Windows and Linux (windows reuses Linux server data) * Split compilation of Win64 Client and Server such that MakeBuild_Server only builds Server and MakeBuild_WindowsClient only builds Client #jira UEB-580 #rb Ben.Marsh #tests Preflight and generated Windows Client and Server work to play game Change 2870026 on 2016/02/17 by Wes.Hunt Don't allow array shrinking when removing the corruption wrapper trailer. #rb none Updating CIS Counter Change 2869725 on 2016/02/17 by Dmitry.Rekman More analytics and QoS stats added for 0.19. #rb none #tests Ran Windows client and Linux server on compatible content. Change 2869705 on 2016/02/16 by Ryan.Gerleve Fix replicated properties and call RepNotifies of startup actors when scrubbing in replays. This is the engine support for fixing OR-6817, towers not respawning when rewinding replays. #rb john.pollard #tests golden path, replays, ps4 nomcp Change 2869644 on 2016/02/16 by Jason.Bestimt #ORION_DEV - Merge MAIN (0.18) at CL# 2869635 #Tests:none #RB:none Change 2869586 on 2016/02/16 by Marcus.Wassmer Fix texturestreaming RHI flushes. #rb none #test goldenpath #codereview Gil.Gribb Change 2869279 on 2016/02/16 by Lukasz.Furman fixed minion hit reaction directions #orion OR-13953 #rb Mieszko.Zielinski #tests PIE: hit minions with various abilities from different angles, checked velocity of death particles when killed by abilities and towers #codereview Dan.Youhon Change 2869277 on 2016/02/16 by Wes.Hunt During cook, when a package is not ready to save, actually early out of the saving code. Saves somewhere in the 130s to 200s range for cooks. #rb daniel.lamb #tests local windows cooks, preflight PS4 cooks Change 2869132 on 2016/02/16 by Mieszko.Zielinski Added a function to AISenseConfig allowing native-code MaxAge configuration #UE4 #rb Lukasz.Furman #test none required Change 2868981 on 2016/02/16 by Wes.Hunt remove -LogCookStats cmdline check, always log cook stats. -SendCookAnalytics flag is still used. This was requested by NickP. #rb none #tests local windows cooks Change 2868975 on 2016/02/16 by Wes.Hunt Don't submit DDC usage stats for zero-sized events. #rb none #tests local windows cook Change 2868956 on 2016/02/16 by Jason.Bestimt #ORION_DEV - Merge MAIN (0.18) at CL# 2868926 #RB:none #Tests:none Change 2868889 on 2016/02/16 by Max.Chen Sequencer: Only allow transport control binding when editing level editor sequencers. #rb none #tests none Change 2868663 on 2016/02/16 by David.Ratti downgrade warning to display #rb none #tests compile Change 2868624 on 2016/02/16 by Marcus.Wassmer Re-Enable Defrag validation for devgeneral #rb none #test none Change 2868493 on 2016/02/16 by Benn.Gallagher Added a few more stats to morph target updates to try and narrow down hitches #rb Bruce.Nesbit #tests pie, -game Win64 Change 2868445 on 2016/02/16 by Dmitry.Rekman Linux: report crashes due to stack overflow (OR-14519). - Reserve memory for alternative stack for signal handlers. Adds about 128KB memory per thread. - Force process spawning to use vfork() when no pipes are needed. - Ignore all signals except explicitly handled. - Prevent signals from being raised while another one is handled. - Added "debug threadrecurse" and "debug threadstackoverflow" to test that. [CL 2873763 by Andrew Grant in Main branch]
2016-02-19 12:03:17 -05:00
COOK_STAT(auto Timer = UsageStats.TimeGet());
bool bAlreadyTested = false;
{
FScopeLock ScopeLock(&SynchronizationObject);
if (AlreadyTested.Contains(FString(CacheKey)))
{
bAlreadyTested = true;
}
}
if (bAlreadyTested)
{
Copying //UE4/Orion-Staging to //UE4/Main (Origin //Orion/Dev-General @ 2870388) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2870336 on 2016/02/17 by Marc.Audy Continued splitting up Orion Build * Restructure from platform based MakeBuild steps in to a PS4, Server, and Windows Client MakeBuild * Cook server data only once for both Windows and Linux (windows reuses Linux server data) * Split compilation of Win64 Client and Server such that MakeBuild_Server only builds Server and MakeBuild_WindowsClient only builds Client #jira UEB-580 #rb Ben.Marsh #tests Preflight and generated Windows Client and Server work to play game Change 2870026 on 2016/02/17 by Wes.Hunt Don't allow array shrinking when removing the corruption wrapper trailer. #rb none Updating CIS Counter Change 2869725 on 2016/02/17 by Dmitry.Rekman More analytics and QoS stats added for 0.19. #rb none #tests Ran Windows client and Linux server on compatible content. Change 2869705 on 2016/02/16 by Ryan.Gerleve Fix replicated properties and call RepNotifies of startup actors when scrubbing in replays. This is the engine support for fixing OR-6817, towers not respawning when rewinding replays. #rb john.pollard #tests golden path, replays, ps4 nomcp Change 2869644 on 2016/02/16 by Jason.Bestimt #ORION_DEV - Merge MAIN (0.18) at CL# 2869635 #Tests:none #RB:none Change 2869586 on 2016/02/16 by Marcus.Wassmer Fix texturestreaming RHI flushes. #rb none #test goldenpath #codereview Gil.Gribb Change 2869279 on 2016/02/16 by Lukasz.Furman fixed minion hit reaction directions #orion OR-13953 #rb Mieszko.Zielinski #tests PIE: hit minions with various abilities from different angles, checked velocity of death particles when killed by abilities and towers #codereview Dan.Youhon Change 2869277 on 2016/02/16 by Wes.Hunt During cook, when a package is not ready to save, actually early out of the saving code. Saves somewhere in the 130s to 200s range for cooks. #rb daniel.lamb #tests local windows cooks, preflight PS4 cooks Change 2869132 on 2016/02/16 by Mieszko.Zielinski Added a function to AISenseConfig allowing native-code MaxAge configuration #UE4 #rb Lukasz.Furman #test none required Change 2868981 on 2016/02/16 by Wes.Hunt remove -LogCookStats cmdline check, always log cook stats. -SendCookAnalytics flag is still used. This was requested by NickP. #rb none #tests local windows cooks Change 2868975 on 2016/02/16 by Wes.Hunt Don't submit DDC usage stats for zero-sized events. #rb none #tests local windows cook Change 2868956 on 2016/02/16 by Jason.Bestimt #ORION_DEV - Merge MAIN (0.18) at CL# 2868926 #RB:none #Tests:none Change 2868889 on 2016/02/16 by Max.Chen Sequencer: Only allow transport control binding when editing level editor sequencers. #rb none #tests none Change 2868663 on 2016/02/16 by David.Ratti downgrade warning to display #rb none #tests compile Change 2868624 on 2016/02/16 by Marcus.Wassmer Re-Enable Defrag validation for devgeneral #rb none #test none Change 2868493 on 2016/02/16 by Benn.Gallagher Added a few more stats to morph target updates to try and narrow down hitches #rb Bruce.Nesbit #tests pie, -game Win64 Change 2868445 on 2016/02/16 by Dmitry.Rekman Linux: report crashes due to stack overflow (OR-14519). - Reserve memory for alternative stack for signal handlers. Adds about 128KB memory per thread. - Force process spawning to use vfork() when no pipes are needed. - Ignore all signals except explicitly handled. - Prevent signals from being raised while another one is handled. - Added "debug threadrecurse" and "debug threadstackoverflow" to test that. [CL 2873763 by Andrew Grant in Main branch]
2016-02-19 12:03:17 -05:00
bool bResult = InnerBackend->GetCachedData(CacheKey, OutData);
if (bResult)
{
COOK_STAT(Timer.AddHit(OutData.Num()));
}
return bResult;
}
return false;
}
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
virtual void PutCachedData(const TCHAR* CacheKey, TArray<uint8>& InData, bool bPutEvenIfExists) override
{
Copying //UE4/Orion-Staging to //UE4/Main (Origin //Orion/Dev-General @ 2870388) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2870336 on 2016/02/17 by Marc.Audy Continued splitting up Orion Build * Restructure from platform based MakeBuild steps in to a PS4, Server, and Windows Client MakeBuild * Cook server data only once for both Windows and Linux (windows reuses Linux server data) * Split compilation of Win64 Client and Server such that MakeBuild_Server only builds Server and MakeBuild_WindowsClient only builds Client #jira UEB-580 #rb Ben.Marsh #tests Preflight and generated Windows Client and Server work to play game Change 2870026 on 2016/02/17 by Wes.Hunt Don't allow array shrinking when removing the corruption wrapper trailer. #rb none Updating CIS Counter Change 2869725 on 2016/02/17 by Dmitry.Rekman More analytics and QoS stats added for 0.19. #rb none #tests Ran Windows client and Linux server on compatible content. Change 2869705 on 2016/02/16 by Ryan.Gerleve Fix replicated properties and call RepNotifies of startup actors when scrubbing in replays. This is the engine support for fixing OR-6817, towers not respawning when rewinding replays. #rb john.pollard #tests golden path, replays, ps4 nomcp Change 2869644 on 2016/02/16 by Jason.Bestimt #ORION_DEV - Merge MAIN (0.18) at CL# 2869635 #Tests:none #RB:none Change 2869586 on 2016/02/16 by Marcus.Wassmer Fix texturestreaming RHI flushes. #rb none #test goldenpath #codereview Gil.Gribb Change 2869279 on 2016/02/16 by Lukasz.Furman fixed minion hit reaction directions #orion OR-13953 #rb Mieszko.Zielinski #tests PIE: hit minions with various abilities from different angles, checked velocity of death particles when killed by abilities and towers #codereview Dan.Youhon Change 2869277 on 2016/02/16 by Wes.Hunt During cook, when a package is not ready to save, actually early out of the saving code. Saves somewhere in the 130s to 200s range for cooks. #rb daniel.lamb #tests local windows cooks, preflight PS4 cooks Change 2869132 on 2016/02/16 by Mieszko.Zielinski Added a function to AISenseConfig allowing native-code MaxAge configuration #UE4 #rb Lukasz.Furman #test none required Change 2868981 on 2016/02/16 by Wes.Hunt remove -LogCookStats cmdline check, always log cook stats. -SendCookAnalytics flag is still used. This was requested by NickP. #rb none #tests local windows cooks Change 2868975 on 2016/02/16 by Wes.Hunt Don't submit DDC usage stats for zero-sized events. #rb none #tests local windows cook Change 2868956 on 2016/02/16 by Jason.Bestimt #ORION_DEV - Merge MAIN (0.18) at CL# 2868926 #RB:none #Tests:none Change 2868889 on 2016/02/16 by Max.Chen Sequencer: Only allow transport control binding when editing level editor sequencers. #rb none #tests none Change 2868663 on 2016/02/16 by David.Ratti downgrade warning to display #rb none #tests compile Change 2868624 on 2016/02/16 by Marcus.Wassmer Re-Enable Defrag validation for devgeneral #rb none #test none Change 2868493 on 2016/02/16 by Benn.Gallagher Added a few more stats to morph target updates to try and narrow down hitches #rb Bruce.Nesbit #tests pie, -game Win64 Change 2868445 on 2016/02/16 by Dmitry.Rekman Linux: report crashes due to stack overflow (OR-14519). - Reserve memory for alternative stack for signal handlers. Adds about 128KB memory per thread. - Force process spawning to use vfork() when no pipes are needed. - Ignore all signals except explicitly handled. - Prevent signals from being raised while another one is handled. - Added "debug threadrecurse" and "debug threadstackoverflow" to test that. [CL 2873763 by Andrew Grant in Main branch]
2016-02-19 12:03:17 -05:00
COOK_STAT(auto Timer = UsageStats.TimePut());
bool bAlreadyTested = false;
{
FScopeLock ScopeLock(&SynchronizationObject);
if (AlreadyTested.Contains(FString(CacheKey)))
{
bAlreadyTested = true;
}
else
{
AlreadyTested.Add(FString(CacheKey));
}
}
if (!bAlreadyTested)
{
Copying //UE4/Orion-Staging to //UE4/Main (Origin //Orion/Dev-General @ 2870388) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2870336 on 2016/02/17 by Marc.Audy Continued splitting up Orion Build * Restructure from platform based MakeBuild steps in to a PS4, Server, and Windows Client MakeBuild * Cook server data only once for both Windows and Linux (windows reuses Linux server data) * Split compilation of Win64 Client and Server such that MakeBuild_Server only builds Server and MakeBuild_WindowsClient only builds Client #jira UEB-580 #rb Ben.Marsh #tests Preflight and generated Windows Client and Server work to play game Change 2870026 on 2016/02/17 by Wes.Hunt Don't allow array shrinking when removing the corruption wrapper trailer. #rb none Updating CIS Counter Change 2869725 on 2016/02/17 by Dmitry.Rekman More analytics and QoS stats added for 0.19. #rb none #tests Ran Windows client and Linux server on compatible content. Change 2869705 on 2016/02/16 by Ryan.Gerleve Fix replicated properties and call RepNotifies of startup actors when scrubbing in replays. This is the engine support for fixing OR-6817, towers not respawning when rewinding replays. #rb john.pollard #tests golden path, replays, ps4 nomcp Change 2869644 on 2016/02/16 by Jason.Bestimt #ORION_DEV - Merge MAIN (0.18) at CL# 2869635 #Tests:none #RB:none Change 2869586 on 2016/02/16 by Marcus.Wassmer Fix texturestreaming RHI flushes. #rb none #test goldenpath #codereview Gil.Gribb Change 2869279 on 2016/02/16 by Lukasz.Furman fixed minion hit reaction directions #orion OR-13953 #rb Mieszko.Zielinski #tests PIE: hit minions with various abilities from different angles, checked velocity of death particles when killed by abilities and towers #codereview Dan.Youhon Change 2869277 on 2016/02/16 by Wes.Hunt During cook, when a package is not ready to save, actually early out of the saving code. Saves somewhere in the 130s to 200s range for cooks. #rb daniel.lamb #tests local windows cooks, preflight PS4 cooks Change 2869132 on 2016/02/16 by Mieszko.Zielinski Added a function to AISenseConfig allowing native-code MaxAge configuration #UE4 #rb Lukasz.Furman #test none required Change 2868981 on 2016/02/16 by Wes.Hunt remove -LogCookStats cmdline check, always log cook stats. -SendCookAnalytics flag is still used. This was requested by NickP. #rb none #tests local windows cooks Change 2868975 on 2016/02/16 by Wes.Hunt Don't submit DDC usage stats for zero-sized events. #rb none #tests local windows cook Change 2868956 on 2016/02/16 by Jason.Bestimt #ORION_DEV - Merge MAIN (0.18) at CL# 2868926 #RB:none #Tests:none Change 2868889 on 2016/02/16 by Max.Chen Sequencer: Only allow transport control binding when editing level editor sequencers. #rb none #tests none Change 2868663 on 2016/02/16 by David.Ratti downgrade warning to display #rb none #tests compile Change 2868624 on 2016/02/16 by Marcus.Wassmer Re-Enable Defrag validation for devgeneral #rb none #test none Change 2868493 on 2016/02/16 by Benn.Gallagher Added a few more stats to morph target updates to try and narrow down hitches #rb Bruce.Nesbit #tests pie, -game Win64 Change 2868445 on 2016/02/16 by Dmitry.Rekman Linux: report crashes due to stack overflow (OR-14519). - Reserve memory for alternative stack for signal handlers. Adds about 128KB memory per thread. - Force process spawning to use vfork() when no pipes are needed. - Ignore all signals except explicitly handled. - Prevent signals from being raised while another one is handled. - Added "debug threadrecurse" and "debug threadstackoverflow" to test that. [CL 2873763 by Andrew Grant in Main branch]
2016-02-19 12:03:17 -05:00
COOK_STAT(Timer.AddHit(InData.Num()));
TArray<uint8> OutData;
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
bool bSuccess = InnerBackend->GetCachedData(CacheKey, OutData);
if (bSuccess)
{
if (OutData != InData)
{
UE_LOG(LogDerivedDataCache, Error, TEXT("Verify: Cached data differs from newly generated data %s."), CacheKey);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3494741 by Steve.Robb Generated code size savings. #jira UE-43048 Change 3495484 by Steve.Robb Fix for generated indices of static arrays when saving configs. Change 3497926 by Robert.Manuszewski Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything. Change 3498077 by Robert.Manuszewski Only use the recursion guard in async loading code when the event driven loader is enabled. Change 3498112 by Ben.Marsh UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own. Change 3500239 by Robert.Manuszewski Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes. Change 3500395 by Steve.Robb Extra codegen savings when not in hot reload. Change 3501004 by Steve.Robb EObjectFlags now have constexpr operators. Change 3502079 by Ben.Marsh UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary. Change 3502527 by Steve.Robb Fix for zero-sized array compile error in generated code when all functions are editor-only. Change 3502542 by Ben.Marsh UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead. Change 3502868 by Steve.Robb Workaround for inefficient generated code with stateless lambdas on Clang. Change 3503550 by Steve.Robb Another generated code lambda optimization. Change 3503582 by Ben.Marsh BuildGraph: Add support for nullable parameter types. Change 3504424 by Steve.Robb New AllOf, AnyOf and NoneOf algorithms. Change 3504712 by Ben.Marsh UAT: Less spammy log and error output from UAT. * Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception). * Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information. * AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log) * Name of the calling function is not included in console output by default, but still included in the log. Change 3504808 by Ben.Marsh UAT: Suppress P4 output when running a recursive instance of UAT. Change 3505044 by Steve.Robb Code generation improved for TCppClassType code. Change 3505485 by Ben.Marsh Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module. Change 3505699 by Ben.Marsh Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins. Change 3506055 by Ben.Marsh UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output. Change 3507745 by Robert.Manuszewski Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses). Change 3507911 by Ben.Marsh Plugins: Minor changes to plugin descriptors. * Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors. * Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from. Change 3508669 by Ben.Marsh EC: Parse multi-line messages from UBT and UAT. Change 3508691 by Ben.Marsh Fix double-spacing of cook stats. Change 3509245 by Steve.Robb UHT makefiles removed. Flag audit removed. Change 3509275 by Steve.Robb Fix for mismatched stat categories in AudioMixer. #jira UE-46129 Change 3509289 by Robert.Manuszewski Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably. Change 3509294 by Robert.Manuszewski UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it. Change 3509312 by Steve.Robb GitHub# 3679: Add TArray constructor that takes a raw pointer and a count Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too. #jira UE-46136 Change 3509396 by Steve.Robb GitHub# 3676: Fix TUnion operator<< compile error #jira UE-46099 Change 3509633 by Steve.Robb Fix for line numbers on multiline macros. Change 3509938 by Gil.Gribb UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading. Change 3510593 by Daniel.Lamb Fixed up unsoilicited files getting populated with files which aren't finished being created yet. #test None Change 3510594 by Daniel.Lamb Fixed up temp files directory for patching. Thanks David Yerkess @ Milestone #review@Ben.Marsh Change 3511628 by Ben.Marsh PR #3707: Fixed UBT stack size (Contributed by gildor2) Change 3511808 by Ben.Marsh Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git) #jira UE-46540 Change 3512017 by Ben.Marsh Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface. Change 3513935 by Steve.Robb Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477. Change 3514142 by Steve.Robb MemoryProfiler2 added to generated solution. Change 3516463 by Ben.Marsh Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user. Change 3517860 by Ben.Marsh PR #3727: FString Dereference Fixes (Contributed by jovisgCL) Change 3517967 by Ben.Marsh Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line. Change 3518070 by Steve.Robb Disable Binned2 stats in shipping non-editor builds. Change 3520079 by Steve.Robb Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions. #jira UE-24034 Change 3520080 by Robert.Manuszewski Made max package summary size to be configurable with ini setting Change 3520083 by Steve.Robb Force a GC after hot reload to clean up reinstanced objects which may still tick. #jira UE-40421 Change 3520480 by Robert.Manuszewski Improved assert message when the initial package read request was too small. Change 3520590 by Graeme.Thornton SignedArchiveReader optimizations - Loads more stats - Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader - Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time - Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries Change 3521023 by Graeme.Thornton Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing Change 3521787 by Ben.Marsh PR #3736: Small static code analysis fixes (Contributed by jovisgCL) Change 3521789 by Ben.Marsh PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar) Change 3524721 by Ben.Marsh Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core. Change 3524741 by Ben.Marsh Move PumpMessages() into FPlatformApplicationMisc. Change 3525399 by Ben.Marsh UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment. Change 3525743 by Ben.Marsh UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds. Change 3525746 by Ben.Marsh EC: Include the clobber option on new workspaces, to allow overriding version files when syncing. Change 3526453 by Ben.Marsh UGS: Do not generate project files when syncing precompiled binaries. Change 3527045 by Ben.Marsh Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting. Change 3527420 by Ben.Marsh UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing). Config files are now read from: Engine/Programs/UnrealGameSync/UnrealGameSync.ini Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini If a project is selected: <ProjectDir>/Build/UnrealGameSync.ini <ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini If the .uprojectdirs file is selected: Engine/Programs/UnrealGameSync/DefaultProject.ini Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini Change 3528063 by Ben.Marsh Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse. Change 3528415 by Ben.Marsh UAT: Remove \r characters from the end of multiline log messages. Change 3528427 by Ben.Marsh EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent. Change 3528485 by Ben.Marsh EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places. Change 3528505 by Steve.Robb PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL) #jira UE-46819 Change 3528772 by Robert.Manuszewski Enabling actor and blueprint clustering in ShooterGame Change 3528786 by Robert.Manuszewski PR #3760: Fix typo (Contributed by jesseyeh) Change 3528792 by Steve.Robb PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL) #jira UE-46962 Change 3528941 by Robert.Manuszewski Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object. #jira UE-44996 Change 3530241 by Ben.Marsh UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value. Change 3531377 by Ben.Marsh Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it. This has several advantages over the per-module platform whitelist/blacklist: * Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore. * References to dependent plugins from platform-specific plugins can now be eliminated. * Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly). * The editor can load any plugins without having to whitelist supported editor host platforms. UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime. Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary. Change 3531502 by Jin.Zhang Add support for GPUCrash #rb Change 3531664 by Ben.Marsh UBT: Change output format from C# JSON writer to match output by the engine. Change 3531848 by Ben.Marsh UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable. Change 3531869 by Ben.Marsh UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field. Change 3532474 by Ben.Marsh UBT: Use the same mechanism as UAT for logging exceptions. Change 3532734 by Graeme.Thornton Initial VSCode Support - Tasks generated for building all game/engine/program targets - Debugging support for targets on Win64 Change 3532789 by Steve.Robb FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap. Set_Add and Map_Add no longer have a return value. FScriptSet::Find and FScriptMap::Find functions are now FindIndex. FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash. Change 3532845 by Steve.Robb Obsolete UHT settings deleted. Change 3532875 by Graeme.Thornton VSCode - Add debug targets for different target configurations - Choose between VS debugger (windows) and GDB (mac/linux) Change 3532906 by Graeme.Thornton VSCode - Point all builds directly at UBT rather than the batch files - Adjust mac build tasks to run through mono Change 3532924 by Ben.Marsh UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root. Change 3535234 by Graeme.Thornton VSCode - Pass intellisense system a list of paths to use for header resolution Change 3535247 by Graeme.Thornton UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation Change 3535376 by Graeme.Thornton VSCode - Added build jobs for C# projects - Linked launch tasks to relevant build task Change 3537083 by Ben.Marsh EC: Change P4 swarm links to start at the changelist for a build. Change 3537368 by Graeme.Thornton Fix for crash in FSignedArchiveReader when multithreading is disabled Change 3537550 by Graeme.Thornton Fixed a crash in the taskgraph when running single threaded Change 3537922 by Steve.Robb Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT. Change 3539691 by Graeme.Thornton VSCode - Various updates to get PC and Mac C++ projects building and debugging. - Some other changes to C# setup to allow compilation. Debugging doesn't work. Change 3539775 by Ben.Marsh Plugins: Various fixes to settings for enabling plugins. * Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled). * Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed. * Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them. Change 3540788 by Ben.Marsh UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile). Example usage: public class UnrealPakTarget : TargetRules { public UnrealPakTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "UnrealPak"; if(HostPlatform == UnrealTargetPlatform.Win64) { PreBuildSteps.Add("echo Before building:"); PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); PostBuildSteps.Add("echo After building!"); PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); } } } Change 3541664 by Graeme.Thornton VSCode - Add problemMatcher tag to cpp build targets Change 3541732 by Graeme.Thornton VSCode - Change UBT command line switch to "-vscode" for simplicity Change 3541967 by Graeme.Thornton VSCode - Fixes for Mac/Linux build steps Change 3541968 by Ben.Marsh CRP: Pass through the EnabledPlugins element in crash context XML files. #jira UE-46912 Change 3542519 by Ben.Marsh UBT: Add chain of references to error messages when configuring plugins. Change 3542523 by Ben.Marsh UBT: Add more useful error message when attempt to parse a JSON object fails. Change 3542658 by Ben.Marsh UBT: Include a chain of references when reporting errors instantiating modules. Change 3543432 by Ben.Marsh Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set. Change 3543436 by Ben.Marsh UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails. Change 3543536 by Ben.Marsh UBT: Downgrade message about redundant plugin references to a warning. Change 3543871 by Gil.Gribb UE4 - Fixed a critical crash bug with non-EDL loading from pak files. Change 3543924 by Robert.Manuszewski Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes. +Small optimization to token stream generation code. Change 3544469 by Jin.Zhang Crashes page displays the list of plugins from the crash context #rb Change 3544608 by Steve.Robb Fix for nativized generated code. #jira UE-47452 Change 3544612 by Ben.Marsh Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages(). #jira UE-47449 Change 3545954 by Gil.Gribb Fixed a critical crash bug relating to a race condition in async package summary reading. Change 3545968 by Ben.Marsh UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same. #jira UE-47419 Change 3545976 by Ben.Marsh EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch. Change 3546185 by Ben.Marsh Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped. Change 3547084 by Gil.Gribb Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms. Change 3547968 by Gil.Gribb Fixed critical race which potentially could cause a crash in the pak precacher. Change 3504722 by Ben.Marsh BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run. For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as: ERROR: Unable to write to foo.txt while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" /> at Engine\Build\InstalledEngineBuild.xml(91) (see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace) Change 3512255 by Ben.Marsh Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated. Change 3512332 by Ben.Marsh Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4. Change 3512393 by Ben.Marsh Rename FPaths::GameLogDir() to FPaths::ProjectLogDir(). Change 3513452 by Ben.Marsh Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project. Change 3516262 by Ben.Marsh Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor. * Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod. * The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders). Change 3517565 by Ben.Marsh Remove fixed engine version numbers from OSS plugins. Change 3518005 by Ben.Marsh UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false. Change 3518054 by Ben.Marsh UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard. Change 3524496 by Ben.Marsh Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core. Change 3524641 by Ben.Marsh Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc. Change 3528723 by Steve.Robb MoveTemp now static asserts if passed a const reference or rvalue. MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious. Fixes to violations of these new rules. Change 3528876 by Ben.Marsh Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste. Change 3529073 by Ben.Marsh Add script to package ShooterGame for any platforms. Change 3531493 by Ben.Marsh Update platform-specific plugins to declare the target platforms they support. Change 3531611 by Ben.Marsh UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates. Change 3531868 by Ben.Marsh Resaving project descriptors to remove invalid fields. Change 3531983 by Ben.Marsh UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders. * Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer. * Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type) * Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo")) * An error is output if any restricted folder names other than the output platform are in the staged output. Change 3540315 by Ben.Marsh UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers. Change 3542410 by Ben.Marsh UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already. Change 3543018 by Ben.Marsh UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions. Change 3544371 by Steve.Robb Fixes to TSet_Add and TMap_Add BPs. #jira UE-47441 [CL 3548391 by Ben Marsh in Main branch]
2017-07-21 12:42:36 -04:00
FString Cache = FPaths::ProjectSavedDir() / TEXT("VerifyDDC") / CacheKey + TEXT(".fromcache");
FFileHelper::SaveArrayToFile(OutData, *Cache);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3494741 by Steve.Robb Generated code size savings. #jira UE-43048 Change 3495484 by Steve.Robb Fix for generated indices of static arrays when saving configs. Change 3497926 by Robert.Manuszewski Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything. Change 3498077 by Robert.Manuszewski Only use the recursion guard in async loading code when the event driven loader is enabled. Change 3498112 by Ben.Marsh UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own. Change 3500239 by Robert.Manuszewski Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes. Change 3500395 by Steve.Robb Extra codegen savings when not in hot reload. Change 3501004 by Steve.Robb EObjectFlags now have constexpr operators. Change 3502079 by Ben.Marsh UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary. Change 3502527 by Steve.Robb Fix for zero-sized array compile error in generated code when all functions are editor-only. Change 3502542 by Ben.Marsh UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead. Change 3502868 by Steve.Robb Workaround for inefficient generated code with stateless lambdas on Clang. Change 3503550 by Steve.Robb Another generated code lambda optimization. Change 3503582 by Ben.Marsh BuildGraph: Add support for nullable parameter types. Change 3504424 by Steve.Robb New AllOf, AnyOf and NoneOf algorithms. Change 3504712 by Ben.Marsh UAT: Less spammy log and error output from UAT. * Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception). * Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information. * AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log) * Name of the calling function is not included in console output by default, but still included in the log. Change 3504808 by Ben.Marsh UAT: Suppress P4 output when running a recursive instance of UAT. Change 3505044 by Steve.Robb Code generation improved for TCppClassType code. Change 3505485 by Ben.Marsh Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module. Change 3505699 by Ben.Marsh Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins. Change 3506055 by Ben.Marsh UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output. Change 3507745 by Robert.Manuszewski Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses). Change 3507911 by Ben.Marsh Plugins: Minor changes to plugin descriptors. * Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors. * Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from. Change 3508669 by Ben.Marsh EC: Parse multi-line messages from UBT and UAT. Change 3508691 by Ben.Marsh Fix double-spacing of cook stats. Change 3509245 by Steve.Robb UHT makefiles removed. Flag audit removed. Change 3509275 by Steve.Robb Fix for mismatched stat categories in AudioMixer. #jira UE-46129 Change 3509289 by Robert.Manuszewski Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably. Change 3509294 by Robert.Manuszewski UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it. Change 3509312 by Steve.Robb GitHub# 3679: Add TArray constructor that takes a raw pointer and a count Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too. #jira UE-46136 Change 3509396 by Steve.Robb GitHub# 3676: Fix TUnion operator<< compile error #jira UE-46099 Change 3509633 by Steve.Robb Fix for line numbers on multiline macros. Change 3509938 by Gil.Gribb UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading. Change 3510593 by Daniel.Lamb Fixed up unsoilicited files getting populated with files which aren't finished being created yet. #test None Change 3510594 by Daniel.Lamb Fixed up temp files directory for patching. Thanks David Yerkess @ Milestone #review@Ben.Marsh Change 3511628 by Ben.Marsh PR #3707: Fixed UBT stack size (Contributed by gildor2) Change 3511808 by Ben.Marsh Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git) #jira UE-46540 Change 3512017 by Ben.Marsh Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface. Change 3513935 by Steve.Robb Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477. Change 3514142 by Steve.Robb MemoryProfiler2 added to generated solution. Change 3516463 by Ben.Marsh Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user. Change 3517860 by Ben.Marsh PR #3727: FString Dereference Fixes (Contributed by jovisgCL) Change 3517967 by Ben.Marsh Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line. Change 3518070 by Steve.Robb Disable Binned2 stats in shipping non-editor builds. Change 3520079 by Steve.Robb Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions. #jira UE-24034 Change 3520080 by Robert.Manuszewski Made max package summary size to be configurable with ini setting Change 3520083 by Steve.Robb Force a GC after hot reload to clean up reinstanced objects which may still tick. #jira UE-40421 Change 3520480 by Robert.Manuszewski Improved assert message when the initial package read request was too small. Change 3520590 by Graeme.Thornton SignedArchiveReader optimizations - Loads more stats - Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader - Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time - Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries Change 3521023 by Graeme.Thornton Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing Change 3521787 by Ben.Marsh PR #3736: Small static code analysis fixes (Contributed by jovisgCL) Change 3521789 by Ben.Marsh PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar) Change 3524721 by Ben.Marsh Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core. Change 3524741 by Ben.Marsh Move PumpMessages() into FPlatformApplicationMisc. Change 3525399 by Ben.Marsh UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment. Change 3525743 by Ben.Marsh UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds. Change 3525746 by Ben.Marsh EC: Include the clobber option on new workspaces, to allow overriding version files when syncing. Change 3526453 by Ben.Marsh UGS: Do not generate project files when syncing precompiled binaries. Change 3527045 by Ben.Marsh Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting. Change 3527420 by Ben.Marsh UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing). Config files are now read from: Engine/Programs/UnrealGameSync/UnrealGameSync.ini Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini If a project is selected: <ProjectDir>/Build/UnrealGameSync.ini <ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini If the .uprojectdirs file is selected: Engine/Programs/UnrealGameSync/DefaultProject.ini Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini Change 3528063 by Ben.Marsh Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse. Change 3528415 by Ben.Marsh UAT: Remove \r characters from the end of multiline log messages. Change 3528427 by Ben.Marsh EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent. Change 3528485 by Ben.Marsh EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places. Change 3528505 by Steve.Robb PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL) #jira UE-46819 Change 3528772 by Robert.Manuszewski Enabling actor and blueprint clustering in ShooterGame Change 3528786 by Robert.Manuszewski PR #3760: Fix typo (Contributed by jesseyeh) Change 3528792 by Steve.Robb PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL) #jira UE-46962 Change 3528941 by Robert.Manuszewski Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object. #jira UE-44996 Change 3530241 by Ben.Marsh UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value. Change 3531377 by Ben.Marsh Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it. This has several advantages over the per-module platform whitelist/blacklist: * Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore. * References to dependent plugins from platform-specific plugins can now be eliminated. * Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly). * The editor can load any plugins without having to whitelist supported editor host platforms. UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime. Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary. Change 3531502 by Jin.Zhang Add support for GPUCrash #rb Change 3531664 by Ben.Marsh UBT: Change output format from C# JSON writer to match output by the engine. Change 3531848 by Ben.Marsh UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable. Change 3531869 by Ben.Marsh UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field. Change 3532474 by Ben.Marsh UBT: Use the same mechanism as UAT for logging exceptions. Change 3532734 by Graeme.Thornton Initial VSCode Support - Tasks generated for building all game/engine/program targets - Debugging support for targets on Win64 Change 3532789 by Steve.Robb FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap. Set_Add and Map_Add no longer have a return value. FScriptSet::Find and FScriptMap::Find functions are now FindIndex. FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash. Change 3532845 by Steve.Robb Obsolete UHT settings deleted. Change 3532875 by Graeme.Thornton VSCode - Add debug targets for different target configurations - Choose between VS debugger (windows) and GDB (mac/linux) Change 3532906 by Graeme.Thornton VSCode - Point all builds directly at UBT rather than the batch files - Adjust mac build tasks to run through mono Change 3532924 by Ben.Marsh UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root. Change 3535234 by Graeme.Thornton VSCode - Pass intellisense system a list of paths to use for header resolution Change 3535247 by Graeme.Thornton UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation Change 3535376 by Graeme.Thornton VSCode - Added build jobs for C# projects - Linked launch tasks to relevant build task Change 3537083 by Ben.Marsh EC: Change P4 swarm links to start at the changelist for a build. Change 3537368 by Graeme.Thornton Fix for crash in FSignedArchiveReader when multithreading is disabled Change 3537550 by Graeme.Thornton Fixed a crash in the taskgraph when running single threaded Change 3537922 by Steve.Robb Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT. Change 3539691 by Graeme.Thornton VSCode - Various updates to get PC and Mac C++ projects building and debugging. - Some other changes to C# setup to allow compilation. Debugging doesn't work. Change 3539775 by Ben.Marsh Plugins: Various fixes to settings for enabling plugins. * Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled). * Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed. * Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them. Change 3540788 by Ben.Marsh UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile). Example usage: public class UnrealPakTarget : TargetRules { public UnrealPakTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "UnrealPak"; if(HostPlatform == UnrealTargetPlatform.Win64) { PreBuildSteps.Add("echo Before building:"); PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); PostBuildSteps.Add("echo After building!"); PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); } } } Change 3541664 by Graeme.Thornton VSCode - Add problemMatcher tag to cpp build targets Change 3541732 by Graeme.Thornton VSCode - Change UBT command line switch to "-vscode" for simplicity Change 3541967 by Graeme.Thornton VSCode - Fixes for Mac/Linux build steps Change 3541968 by Ben.Marsh CRP: Pass through the EnabledPlugins element in crash context XML files. #jira UE-46912 Change 3542519 by Ben.Marsh UBT: Add chain of references to error messages when configuring plugins. Change 3542523 by Ben.Marsh UBT: Add more useful error message when attempt to parse a JSON object fails. Change 3542658 by Ben.Marsh UBT: Include a chain of references when reporting errors instantiating modules. Change 3543432 by Ben.Marsh Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set. Change 3543436 by Ben.Marsh UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails. Change 3543536 by Ben.Marsh UBT: Downgrade message about redundant plugin references to a warning. Change 3543871 by Gil.Gribb UE4 - Fixed a critical crash bug with non-EDL loading from pak files. Change 3543924 by Robert.Manuszewski Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes. +Small optimization to token stream generation code. Change 3544469 by Jin.Zhang Crashes page displays the list of plugins from the crash context #rb Change 3544608 by Steve.Robb Fix for nativized generated code. #jira UE-47452 Change 3544612 by Ben.Marsh Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages(). #jira UE-47449 Change 3545954 by Gil.Gribb Fixed a critical crash bug relating to a race condition in async package summary reading. Change 3545968 by Ben.Marsh UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same. #jira UE-47419 Change 3545976 by Ben.Marsh EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch. Change 3546185 by Ben.Marsh Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped. Change 3547084 by Gil.Gribb Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms. Change 3547968 by Gil.Gribb Fixed critical race which potentially could cause a crash in the pak precacher. Change 3504722 by Ben.Marsh BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run. For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as: ERROR: Unable to write to foo.txt while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" /> at Engine\Build\InstalledEngineBuild.xml(91) (see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace) Change 3512255 by Ben.Marsh Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated. Change 3512332 by Ben.Marsh Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4. Change 3512393 by Ben.Marsh Rename FPaths::GameLogDir() to FPaths::ProjectLogDir(). Change 3513452 by Ben.Marsh Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project. Change 3516262 by Ben.Marsh Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor. * Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod. * The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders). Change 3517565 by Ben.Marsh Remove fixed engine version numbers from OSS plugins. Change 3518005 by Ben.Marsh UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false. Change 3518054 by Ben.Marsh UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard. Change 3524496 by Ben.Marsh Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core. Change 3524641 by Ben.Marsh Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc. Change 3528723 by Steve.Robb MoveTemp now static asserts if passed a const reference or rvalue. MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious. Fixes to violations of these new rules. Change 3528876 by Ben.Marsh Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste. Change 3529073 by Ben.Marsh Add script to package ShooterGame for any platforms. Change 3531493 by Ben.Marsh Update platform-specific plugins to declare the target platforms they support. Change 3531611 by Ben.Marsh UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates. Change 3531868 by Ben.Marsh Resaving project descriptors to remove invalid fields. Change 3531983 by Ben.Marsh UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders. * Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer. * Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type) * Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo")) * An error is output if any restricted folder names other than the output platform are in the staged output. Change 3540315 by Ben.Marsh UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers. Change 3542410 by Ben.Marsh UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already. Change 3543018 by Ben.Marsh UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions. Change 3544371 by Steve.Robb Fixes to TSet_Add and TMap_Add BPs. #jira UE-47441 [CL 3548391 by Ben Marsh in Main branch]
2017-07-21 12:42:36 -04:00
FString Verify = FPaths::ProjectSavedDir() / TEXT("VerifyDDC") / CacheKey + TEXT(".verify");;
FFileHelper::SaveArrayToFile(InData, *Verify);
if (bFixProblems)
{
UE_LOG(LogDerivedDataCache, Display, TEXT("Verify: Wrote newly generated data to the cache."), CacheKey);
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
InnerBackend->PutCachedData(CacheKey, InData, true);
}
}
else
{
UE_LOG(LogDerivedDataCache, Log, TEXT("Verify: Cached data exists and matched %s."), CacheKey);
}
}
else
{
UE_LOG(LogDerivedDataCache, Warning, TEXT("Verify: Cached data didn't exist %s."), CacheKey);
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
InnerBackend->PutCachedData(CacheKey, InData, bPutEvenIfExists);
}
}
}
virtual void RemoveCachedData(const TCHAR* CacheKey, bool bTransient) override
{
InnerBackend->RemoveCachedData(CacheKey, bTransient);
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin //Orion/Dev-General @ 2870388) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2870336 on 2016/02/17 by Marc.Audy Continued splitting up Orion Build * Restructure from platform based MakeBuild steps in to a PS4, Server, and Windows Client MakeBuild * Cook server data only once for both Windows and Linux (windows reuses Linux server data) * Split compilation of Win64 Client and Server such that MakeBuild_Server only builds Server and MakeBuild_WindowsClient only builds Client #jira UEB-580 #rb Ben.Marsh #tests Preflight and generated Windows Client and Server work to play game Change 2870026 on 2016/02/17 by Wes.Hunt Don't allow array shrinking when removing the corruption wrapper trailer. #rb none Updating CIS Counter Change 2869725 on 2016/02/17 by Dmitry.Rekman More analytics and QoS stats added for 0.19. #rb none #tests Ran Windows client and Linux server on compatible content. Change 2869705 on 2016/02/16 by Ryan.Gerleve Fix replicated properties and call RepNotifies of startup actors when scrubbing in replays. This is the engine support for fixing OR-6817, towers not respawning when rewinding replays. #rb john.pollard #tests golden path, replays, ps4 nomcp Change 2869644 on 2016/02/16 by Jason.Bestimt #ORION_DEV - Merge MAIN (0.18) at CL# 2869635 #Tests:none #RB:none Change 2869586 on 2016/02/16 by Marcus.Wassmer Fix texturestreaming RHI flushes. #rb none #test goldenpath #codereview Gil.Gribb Change 2869279 on 2016/02/16 by Lukasz.Furman fixed minion hit reaction directions #orion OR-13953 #rb Mieszko.Zielinski #tests PIE: hit minions with various abilities from different angles, checked velocity of death particles when killed by abilities and towers #codereview Dan.Youhon Change 2869277 on 2016/02/16 by Wes.Hunt During cook, when a package is not ready to save, actually early out of the saving code. Saves somewhere in the 130s to 200s range for cooks. #rb daniel.lamb #tests local windows cooks, preflight PS4 cooks Change 2869132 on 2016/02/16 by Mieszko.Zielinski Added a function to AISenseConfig allowing native-code MaxAge configuration #UE4 #rb Lukasz.Furman #test none required Change 2868981 on 2016/02/16 by Wes.Hunt remove -LogCookStats cmdline check, always log cook stats. -SendCookAnalytics flag is still used. This was requested by NickP. #rb none #tests local windows cooks Change 2868975 on 2016/02/16 by Wes.Hunt Don't submit DDC usage stats for zero-sized events. #rb none #tests local windows cook Change 2868956 on 2016/02/16 by Jason.Bestimt #ORION_DEV - Merge MAIN (0.18) at CL# 2868926 #RB:none #Tests:none Change 2868889 on 2016/02/16 by Max.Chen Sequencer: Only allow transport control binding when editing level editor sequencers. #rb none #tests none Change 2868663 on 2016/02/16 by David.Ratti downgrade warning to display #rb none #tests compile Change 2868624 on 2016/02/16 by Marcus.Wassmer Re-Enable Defrag validation for devgeneral #rb none #test none Change 2868493 on 2016/02/16 by Benn.Gallagher Added a few more stats to morph target updates to try and narrow down hitches #rb Bruce.Nesbit #tests pie, -game Win64 Change 2868445 on 2016/02/16 by Dmitry.Rekman Linux: report crashes due to stack overflow (OR-14519). - Reserve memory for alternative stack for signal handlers. Adds about 128KB memory per thread. - Force process spawning to use vfork() when no pipes are needed. - Ignore all signals except explicitly handled. - Prevent signals from being raised while another one is handled. - Added "debug threadrecurse" and "debug threadstackoverflow" to test that. [CL 2873763 by Andrew Grant in Main branch]
2016-02-19 12:03:17 -05:00
virtual void GatherUsageStats(TMap<FString, FDerivedDataCacheUsageStats>& UsageStatsMap, FString&& GraphPath) override
{
COOK_STAT(
{
UsageStatsMap.Add(GraphPath + TEXT(": VerifyWrapper"), UsageStats);
if (InnerBackend)
{
InnerBackend->GatherUsageStats(UsageStatsMap, GraphPath + TEXT(". 0"));
}
});
}
private:
Copying //UE4/Orion-Staging to //UE4/Main (Origin //Orion/Dev-General @ 2870388) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2870336 on 2016/02/17 by Marc.Audy Continued splitting up Orion Build * Restructure from platform based MakeBuild steps in to a PS4, Server, and Windows Client MakeBuild * Cook server data only once for both Windows and Linux (windows reuses Linux server data) * Split compilation of Win64 Client and Server such that MakeBuild_Server only builds Server and MakeBuild_WindowsClient only builds Client #jira UEB-580 #rb Ben.Marsh #tests Preflight and generated Windows Client and Server work to play game Change 2870026 on 2016/02/17 by Wes.Hunt Don't allow array shrinking when removing the corruption wrapper trailer. #rb none Updating CIS Counter Change 2869725 on 2016/02/17 by Dmitry.Rekman More analytics and QoS stats added for 0.19. #rb none #tests Ran Windows client and Linux server on compatible content. Change 2869705 on 2016/02/16 by Ryan.Gerleve Fix replicated properties and call RepNotifies of startup actors when scrubbing in replays. This is the engine support for fixing OR-6817, towers not respawning when rewinding replays. #rb john.pollard #tests golden path, replays, ps4 nomcp Change 2869644 on 2016/02/16 by Jason.Bestimt #ORION_DEV - Merge MAIN (0.18) at CL# 2869635 #Tests:none #RB:none Change 2869586 on 2016/02/16 by Marcus.Wassmer Fix texturestreaming RHI flushes. #rb none #test goldenpath #codereview Gil.Gribb Change 2869279 on 2016/02/16 by Lukasz.Furman fixed minion hit reaction directions #orion OR-13953 #rb Mieszko.Zielinski #tests PIE: hit minions with various abilities from different angles, checked velocity of death particles when killed by abilities and towers #codereview Dan.Youhon Change 2869277 on 2016/02/16 by Wes.Hunt During cook, when a package is not ready to save, actually early out of the saving code. Saves somewhere in the 130s to 200s range for cooks. #rb daniel.lamb #tests local windows cooks, preflight PS4 cooks Change 2869132 on 2016/02/16 by Mieszko.Zielinski Added a function to AISenseConfig allowing native-code MaxAge configuration #UE4 #rb Lukasz.Furman #test none required Change 2868981 on 2016/02/16 by Wes.Hunt remove -LogCookStats cmdline check, always log cook stats. -SendCookAnalytics flag is still used. This was requested by NickP. #rb none #tests local windows cooks Change 2868975 on 2016/02/16 by Wes.Hunt Don't submit DDC usage stats for zero-sized events. #rb none #tests local windows cook Change 2868956 on 2016/02/16 by Jason.Bestimt #ORION_DEV - Merge MAIN (0.18) at CL# 2868926 #RB:none #Tests:none Change 2868889 on 2016/02/16 by Max.Chen Sequencer: Only allow transport control binding when editing level editor sequencers. #rb none #tests none Change 2868663 on 2016/02/16 by David.Ratti downgrade warning to display #rb none #tests compile Change 2868624 on 2016/02/16 by Marcus.Wassmer Re-Enable Defrag validation for devgeneral #rb none #test none Change 2868493 on 2016/02/16 by Benn.Gallagher Added a few more stats to morph target updates to try and narrow down hitches #rb Bruce.Nesbit #tests pie, -game Win64 Change 2868445 on 2016/02/16 by Dmitry.Rekman Linux: report crashes due to stack overflow (OR-14519). - Reserve memory for alternative stack for signal handlers. Adds about 128KB memory per thread. - Force process spawning to use vfork() when no pipes are needed. - Ignore all signals except explicitly handled. - Prevent signals from being raised while another one is handled. - Added "debug threadrecurse" and "debug threadstackoverflow" to test that. [CL 2873763 by Andrew Grant in Main branch]
2016-02-19 12:03:17 -05:00
FDerivedDataCacheUsageStats UsageStats;
/** If problems are encountered, do we fix them? */
bool bFixProblems;
/** Object used for synchronization via a scoped lock */
FCriticalSection SynchronizationObject;
/** Set of cache keys we already tested **/
TSet<FString> AlreadyTested;
/** Backend to service the actual requests */
FDerivedDataBackendInterface* InnerBackend;
};