- move uniform buffer cleanup and dead stripping into ShaderPreprocessor module's PreprocessShader function
- add "required symbols" to compiler input struct to specify additional symbols to keep during minification aside from those specified by the entrypoint; modify API such that both an entry point string and additional symbols can be specified (to avoid each backend needing to manually parse the compound RT entry point string)
- make use of ModifyShaderCompilerInput in all backends to set additional defines and required symbols on input struct up front; only use the AdditionalDefines map in cases where it's actually necessary
- remove the various per-platform defines for enabling minifier, no longer required now that this has been rolled out for all backends
- fix SCW directcompile mode; this had rotted due to pieces of the FShaderCompilerEnvironment having been added that weren't explicitly serialized to either cmdline or in the shader source. this now serializes as a base64 string written inside the USF containing all portions of the environment required for compilation (using the same serialization function as is used to write/read the SCW input file)
- use a debug flag for indicating we're in "direct compile" mode and should load the debug USF off disk, rather than the poorly named "bSkipPreprocessedCache" (this name is both inaccurate and also confusing due to the addition of the preprocessed job cache)
- modify platform "force wave32" mechanism to use a pragma directive to set a compiler define, instead of doing string replacement in the preprocessed source
- add a view version of the RT entrypoint parsing to use in preprocessing, note that other paths still need to construct fstrings due to further manipulation so keeping the FString path around too
- clean up backends manually checking the "directcompile" cmdline arg
#rb christopher.waters, Yuriy.ODonnell
#rb Chris.Waters
#rb Laura.Hermanns
[CL 30023082 by dan elksnitis in ue5-main branch]
- enable minifier deadstripping for OpenGL shader format; bytecode is a 100% match with this change on multiple tested projects so it seems safe to enable
- deprecate FOpenGLFrontend; nothing in available code appears to inherit from it anymore so the API appears unnecessary. this makes the OpenGL shader format more similar to others (which do not expose compilation functions as API)
#rb Jason.Nadro
#rb Laura.Hermanns
#rb Yuriy.ODonnell
[CL 27338803 by dan elksnitis 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]
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]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
Also remove further references to Hull and Domain shaders as tessellation is no longer supported in UE5.
#rb Will.Damon, Brian.White, Christopher.Waters, Jeannoe.Morissette
[FYI] Carl.Lloyd, Florin.Pascu, Ryan.Vance, Rolando.Caloca, Mihnea.Balta
#jira none
#rnx
#ROBOMERGE-SOURCE: CL 17408818 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17408845 by lukas hermanns in ue5-release-engine-test branch]
- Filtered out a Niagara Ray tracing compute(was causing cooking problems cause of float3x4)
- Fixed GPU Scene
#jira UE-92314
#rb Jack.Porter, Dmitriy.Dyomin, Rolando.Caloca, Mihnea.Balta
#ROBOMERGE-OWNER: florin.pascu
#ROBOMERGE-AUTHOR: florin.pascu
#ROBOMERGE-SOURCE: CL 12984452 in //UE4/Release-4.25/... via CL 12984457 via CL 12984596
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)
[CL 12984603 by florin pascu in Main branch]
#rb jack.porter
[FYI] Dmitriy.Dyomin
#rnx
[FYI] carl.lloyd
#ROBOMERGE-OWNER: allan.bentham
#ROBOMERGE-AUTHOR: allan.bentham
#ROBOMERGE-SOURCE: CL 12162757 via CL 12162758 via CL 12163188
#ROBOMERGE-BOT: (v661-12148976)
[CL 12163190 by allan bentham in Main branch]
Disabled by default, set r.Mobile.VirtualTextures=1 to enable
known issues: RVT compression is not implementted, Android OpenGL will have R and G channels swapped for uncompressed streaming VT, no sRGB support
#jira UE-79955
#rb jeremy.moore
#ROBOMERGE-SOURCE: CL 11070636 via CL 11070637
#ROBOMERGE-BOT: (v637-11041722)
[CL 11070638 by dmitriy dyomin in Main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870584 by ryan durand in Main branch]