140 Commits

Author SHA1 Message Date
Ryan Hummer
4af2fd066d Updating Dev-Release-5.5 from Main at CL #36144969
#okforversepublic

[CL 36146571 by Ryan Hummer in Dev-5.5 branch]
2024-09-10 10:26:02 -04:00
henrik karlsson
c42d55e1ea [ShaderCompileWorker]
* Fixed farm compile error

[CL 36027384 by henrik karlsson in ue5-main branch]
2024-09-04 19:28:49 -04:00
henrik karlsson
bf9e8356f1 [ShaderCompileWorker]
* Added so IsRunningUba works on macos

[CL 36026865 by henrik karlsson in ue5-main branch]
2024-09-04 19:03:49 -04:00
laura hermanns
90e3a2a7f3 [Shaders] Put SCW into critical error mode during exception handling to dump log from memory to disk. Appendix to CL 35144434.
GIsCriticalError was not set to true inside exception handling block, preventing logs in SCW to be dumped from memory to disk despite -LogToMemory argument.

#rnx
#rb sebastian.schoner

[CL 35461655 by laura hermanns in ue5-main branch]
2024-08-12 14:49:41 -04:00
aleksander netzel
d33a06efeb HWRT: Reducing RHI_RAYTRACING throughout the engine - Editor
#jira UE-213513

[CL 33441267 by aleksander netzel in ue5-main branch]
2024-05-03 19:21:04 -04:00
jeremy moore
ba42a867b2 #jira UE-209673
Split Work Graph shaders into multiple frequencies.
This is somewhat in anticipation of graphic nodes.
But also it is a replacement for using CFLAG_WorkgraphLocalNodes to differentiate nodes with local or global root signature.
#rb Yuriy.ODonnell

[CL 33146442 by jeremy moore in ue5-main branch]
2024-04-22 14:59:28 -04:00
john huelin
7121101cd8 SDK (1): Changes in common code needed to support SDK changes on some platforms
#rb Wojciech.Krywult

[CL 32855114 by john huelin in ue5-main branch]
2024-04-10 09:49:42 -04:00
dan elksnitis
b7bd62a7c5 [shaders]
- strip old job cache path (constructing an input hash based on all inputs); the cache key based on preprocessed source is now the One True Job Cache
- strip parallelfor-based job submission path (gamethread-blocking); the task path has been enabled for a long while now without issues
- remove the "compile job inputs" debug dump; this is no longer relevant since it's based on inputs to the now-stripped compile job path (similar functionality will be provided by the new form of debug usf once completed)

#rb Laura.Hermanns

[CL 32825320 by dan elksnitis in ue5-main branch]
2024-04-09 10:29:26 -04:00
laura hermanns
e833ea81a0 [SCW] Provide FilePath in assertion when SCW fails check that parent process is still running.
This will provide the detail needed to connect failed compile jobs (due terminated parent processes) to their UBA job:
Previously, such error looked like this:
> LogUbaController: Display: [CookWorker 4]: LogWindows: Error: appError called: Assertion failed: IFileManager::Get().FileSize(*FilePath) == INDEX_NONE [File:[...]\ShaderCompileWorker.cpp] [Line: 877]
> LogUbaController: Display: [CookWorker 4]: Exiting due to OpenProcess(ParentProcessId) failing and the input file is present!

And now provides the file path:
> LogUbaController: Display: [CookWorker 4]: LogWindows: Error: appError called: Assertion failed: IFileManager::Get().FileSize(*FilePath) == INDEX_NONE [File:[...]\ShaderCompileWorker.cpp] [Line: 877]
> LogUbaController: Display: [CookWorker 4]: Exiting due to OpenProcess(ParentProcessId) failing and the input file is present! FilePath=D:\Example\42.uba.out

#rb henrik.karlsson, Jason.Nadro
#rnx

[CL 31774825 by laura hermanns in ue5-main branch]
2024-02-23 15:32:23 -05:00
aris theophanidis
8ae2292282 Remove Compression.h from CoreMinimal.h
It's about 1/4 of CoreMinimal.h but rarely needed (Compression.h pulls on CriticalSection.h and Map.h that are costly).
#rb Yoan.StAmant

[CL 30683417 by aris theophanidis in ue5-main branch]
2024-01-18 09:56:55 -05:00
henrik karlsson
68f0c37386 [ShaderCompileWorker]
* Fixed so CrashOutputFile is updated when process is reused (the crash output file should be the same as the output file)

[CL 30643496 by henrik karlsson in ue5-main branch]
2024-01-16 15:39:12 -05:00
steve robb
f3624fbcbc Replaced UE_NORETURN with [[noreturn]].
Replaced PLATFORM_COMPILER_HAS_DECLTYPE_AUTO blocks.
Replaced PLATFORM_COMPILER_HAS_FOLD_EXPRESSIONS blocks.

[CL 30600164 by steve robb in ue5-main branch]
2024-01-12 14:20:07 -05:00
henrik karlsson
9dcc897198 [ShaderWorker]
* Changed so shader worker breaks out of loop when in uba path and no new processes are available

[CL 30588577 by henrik karlsson in ue5-main branch]
2024-01-12 03:10:53 -05:00
henrik karlsson
7530b983ba [ShaderCompiler]
* Fixed function pointer format for getting next process in uba
* Fixed so output files are written even when return code is non-zero (error)

[CL 30585779 by henrik karlsson in ue5-main branch]
2024-01-11 22:48:24 -05:00
henrik karlsson
86e935281a [ShaderCompileWorker]
* Fixed linux compile error

[CL 30525276 by henrik karlsson in ue5-main branch]
2024-01-10 00:23:22 -05:00
henrik karlsson
6b496d4409 [ShaderCompileWorker]
* Removed code checking if worker is running remotely. local and remote should be treated the same way

[CL 30525050 by henrik karlsson in ue5-main branch]
2024-01-09 23:58:03 -05:00
henrik karlsson
b010b4fb61 [ShaderCompileWorker]
* Fixed so WorkingDirectory is updated when new process is fetched

[CL 30513491 by henrik karlsson in ue5-main branch]
2024-01-09 14:50:53 -05:00
henrik karlsson
fd57caf2b8 [ShaderCompileWorker]
* Changed so when building through uba we don't delete the .in file. Since uba supports rescheduling when remote helpers disconnect we can't delete this file until out is fully sent back

[CL 30468743 by henrik karlsson in ue5-main branch]
2024-01-04 12:58:22 -05:00
henrik karlsson
5f84d2d3ed [ShaderCompileWorker]
* Added support for process reuse when running through uba

[CL 30462458 by henrik karlsson in ue5-main branch]
2024-01-02 18:50:42 -05:00
dan elksnitis
cc7c2c54f4 [shaders] shader format preprocessing cleanup & refactoring
- 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]
2023-11-30 15:56:34 -05:00
christopher waters
c5ec7d582e Adding -NumJobs=N argument to SCW to facilitate in profiling. This argument causes the compiler to run the processing loop at most N times.
#rb jason.nadro

[CL 28494697 by christopher waters in ue5-main branch]
2023-10-05 08:23:51 -04:00
jason hoerner
046ace59ff ShaderCompiler: Preprocessor optimizations, first pass. Saves 16.7% overall on ConditionalPreprocessShader.
* Inline array memory allocation added to low level preprocessor for output and various temporary buffers to reduce dynamic memory allocation and reallocation overhead.  Saved 4.6%.
* FShaderPreprocessOutput::StripCode optimized to write to FString as TCHAR array, rather than using AppendChar (over 4x speedup).  Saved 2.9%
* Shader source file cache now also stores stripped and ANSI converted source, to avoid need to convert and strip the source, plus allocating a copy is avoided.  Saved 4.3%
* Uniform buffer structure declarations stored as ANSI converted source, avoiding convert and copy.  Saved 4.9%

#rnx
#rb dan.elksnitis jason.nadro

[CL 28219741 by jason hoerner in ue5-main branch]
2023-09-26 05:29:05 -04:00
laura hermanns
c97a8c7224 Add "-DebugInfoPath=PATH" argument to SCW to allow dumping debug info with -directcompile commandlet.
#rb Jason.Nadro
#rnx

[CL 27359244 by laura hermanns in ue5-main branch]
2023-08-24 17:18:49 -04:00
dan elksnitis
5c00384f67 [shaders]
- 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 26256933 by dan elksnitis in ue5-main branch]
2023-06-27 10:11:41 -04:00
laura hermanns
33bffd08f6 Add full memory stats to OOM error handler in SCW.
#rb Dan.Elksnitis

[CL 26023492 by laura hermanns in ue5-main branch]
2023-06-15 15:40:49 -04:00