- 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]
- Add option to independent preprocessing IShaderFormat API to allow a "secondary" preprocess & compile if a RequiresSecondaryCompile predicate implemented in the shader format returns true; this predicate takes as input the compile input, environment, and the output of the first execution of the preprocess function. This is intended to handle the usage of UESHADERMETADATA pragmas (set in the preprocess output) by some backends to indicate a secondary compilation is required to target the variant hardware (setting additional #defines and potentially different compiler arguments). Other backends have an additional requirement that any stereo shaders also require separate compilation for each target, which can be handled by querying the FShaderCompilerEnvironment in this same predicate.
- Move the combining of outputs in the secondary compile case into the core shader system so it doesn't need to be copypasta'd in any shader format backends which require the aforementioned secondary compilation, exposing an API function which returns the particular "key" used to identify these combined shader outputs in the RHI.
- Rework the internal compilation/preprocess functions so a minimal amount of code needs to be wrapped in __try/__except (allowing objects with destructors to be created in the higher level functions).
#rb Massimo.Tristano
[CL 25977467 by dan elksnitis in ue5-main branch]
- On a mouse hover over the mobile device (includes Android), show additional info about the OS version and model of the device
- fixes top level device not showing the last selected device
- don't reshow the selected device in the sub-menu
#jira UE-176230
#rb josh.adams
#preflight 646d3a424422ba05f4c29427
[CL 25601745 by adam kinge in ue5-main branch]
[FYI] jimmy.smith
Original CL Desc
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Chunked Seektables for BinkAudio
#rb dan.thompson igor.dallavanzi
[CL 25497743 by jimmy smith in ue5-main branch]
- add new IShaderFormat API for separate preprocessing and compilation; backends can implement one or the other depending on the return value of SupportsIndependentPreprocessing
- add support for executing preprocessing in the cook process prior to job submission and constructing job input hashes based on preprocessed source (and a subset of the environment used as compile inputs). controlled by a cvar for now and disabled by default
- add a BaseShaderFormat class in ShaderCompilerCommon which implements common behaviour for output of debug data - note this function is only called for formats which support independent preprocessing, so is expected to be used only by formats which have been converted to use this API
- add new cvars for output of some additional shader debug data - 1. a txt file containing the input hash a.k.a. job cache key 2. a text file containing all diagnostic messages (errors and warnings) for the job
- minor change to how input hashes are constructed for pipeline jobs - sum hashes as 256-bit ints instead of adding to a buffer and re-hashing. faster and simpler, and also more collision resistant (sum of two well distributed hashes equally well distributed)
#rb Jason.Nadro
#rb Yuriy.ODonnell
#preflight 64512c88c86798f650b953d3
[CL 25317218 by dan elksnitis in ue5-main branch]
Change consist of only forward declaration and additional includes
#preflight 63789c1de30d438849c48188
#rb none
[CL 23218412 by henrik karlsson in ue5-main branch]
MPCook and Shaders: Change ShaderSymbolExport to export to different .zip files when in a -MultiprocessId environment.
Add part of the implementation for merging the different zip files created by CookWorkers together. The rest of the implementation requires reading from .zip files and will be coming in a future change.
#rb Christopher.Waters, Zousar.Shaker
#rnx
#preflight 6377fcedfa348e8480e25a2b
[CL 23209604 by Matt Peters in ue5-main branch]
* Adding forward declarations
* Adding "inline" in front of const/constexpr variables in headers
* Adding includes
* A few moves of ctor/dtor to cpp file
#preflight 6372b3ac0c74adb48b49f313
#rb none
[CL 23130896 by henrik karlsson in ue5-main branch]
Add new interface function AllowsDevelopmentObjects to ITargetPlatform
This function makes a clearer distinction for what assets will be considered development vs what assets should be considered EditorOnly
A platform should be allowed to cook editor only objects but not development. The inclusion of AllowsDevelopmentObjects creates that distinction
[REVIEW] [at]Bob.Tellez, [at]Josh.Adams, [at]Graeme.Thornton, [at]Matt.Peters
#preflight 63601c7b4e6fb7f504a7d311
[CL 22917958 by eric knapik in ue5-main branch]
Moved GetTypeHash function to be hidden friend instead of put directly in global namespace.
Note that the function/operator needs to be fully inlined in the type or placed in the cpp. If the function is added as friend but then implemented outside the type then hidden friend optimization won't work.
This should improve compile time somewhat according to msvc devs.
#rb Steve.Robb
#preflight 6360b7052b5338aceb26471b
[CL 22889837 by henrik karlsson in ue5-main branch]
- Saves ~0.3ms on PS4/XB1 (Dynres = 100%).
-Add possibility to disable grass velocity output when WPO velocity is enable (only effective when r.velocity.enablevertexdeformation != 0 and r.OptimizedWPO = true)
#rb [at]jeremy.moore
[CL 21524947 by serge bernier in ue5-main branch]
This has the effect of reducing the number of platforms that say they support RayTracing which directly reduces the number of shader platforms that "support" RayTracing.
#jira none
#rb yuriy.odonnell
#preflight 62f43891b43215cf6c35e4b0
[CL 21391739 by christopher waters in ue5-main branch]
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21064294 by bryan.sefcik
#jira
#preflight 62d5c2111062f2e63015e598
#ROBOMERGE-OWNER: bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21155249 via CL 21158121 via CL 21161259
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21182053 by bryan sefcik in ue5-main branch]