- Remove the condition causing SCW to automatically exit after a single job if HLSLcc was used. This doesn't appear to be beneficial; HLSLcc uses a lot of memory but does not appear to leak it, so we're wasting time spinning up new processes unnecessarily here. This allows us to deprecated the associated field in the compiler output and function in IShaderFormat.
- Strip out compiler invocations stats; this was not accurate in some cases and it was decided after discussion that at this point the effort to fix the problems was not worth the utility we get from it.
#rb Jason.Nadro
#rb Laura.Hermanns
[CL 26256807 by dan elksnitis in 5.3 branch]
Fixed bug where sampler names were matched incorrectly
#rb Jack.porter
#jira UE-177856
#preflight 6405f2f45515f4f57bd2543d
[CL 24525319 by carl lloyd in ue5-main branch]
[FYI] Joe.Kirchoff
Original CL Desc
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Remove unnecessary private include path
#rnx
#jira UE-177808
[CL 24352016 by joe kirchoff in ue5-main branch]
The shader code output contains a little bit of plaintext such as I/O identifiers and the shader name, which was generated for the DXC backend in a way that prevents caching.
This unifies the shader name in the output code and improves the cache hit ratio for a Lyra cook from 0% to roughly 50% cache hits (for certain platforms).
#rb Jason.Nadro, Carl.Lloyd
#fyi Brian.White, Arciel.Rekman, Brandon.Schaefer
#jira FORT-548603
#preflight 63e26c6c07207b2570ba2d5b
#rnx
[CL 24050212 by Laura Hermanns in ue5-main branch]
Fixed bug on Adreno drivers when using mixed precision in FMA
#rb Laura.Hermanns, Jack.Porter
#jira UE-174863
#preflight 63dcd8ba78716a01e80924f9
[CL 23988703 by carl lloyd in ue5-main branch]
* Significantly reduces the size of shader debug data and improves shader compilation time (reducing parsing cost in the native shader compiler)
* Remove "experimental" label for the feature
#rb Jason.Nadro
#preflight 63d455d9be1970f8824c3f9b
[CL 23894592 by Yuriy ODonnell in ue5-main branch]
Fixed bug with input/output varyings using incorrect location for matrices
Fixed bug when attempting to read MatrixStride in structs
#preflight 63d138f2574ab9cae4b003cf
#rb Laura.Hermanns
#jira UE-173260
#jira UE-173202
[CL 23847426 by carl lloyd in ue5-main branch]
* Add code to all shader format back-ends to take dead code removal into account when computing the version ID
* Not enabled in Metal and OpenGL back-ends (require further testing)
#rb dan.elksnitis
#preflight 6390f1f15c5308d18c7364fb
[CL 23433448 by Yuriy ODonnell in ue5-main branch]
Make SceneDepthAux a platform constant configuration, it can't depend on runtime vars
#rb none
#preflight 635e4bed1b41d36d48d26061
[CL 22854614 by Dmitriy Dyomin in ue5-main branch]
- Making ConstantBufferType a constructor only argument. This removes the duplicated logic of calling ShouldUseStableConstantBuffer.
- Moving ShouldUseStableConstantBuffer to ShaderCompilerCommon.
- Made UE::ShaderCompilerCommon::ParseParameterType array arguments const
#jira UE-166341
#rb Guillaume.Abadie
#preflight 634eeceea1527f6b3bda9ff0
[CL 22608320 by christopher waters in ue5-main branch]