* Early out when adding uniform buffer resource entries, by checking if uniform buffer had been processed, before processing individual entries.
* Changed resource entry list from a map to an array, saving the cost of map operations adding items to it.
* Resource entries for global uniform buffers cached once at startup.
* Resource entry member names stored in an external buffer, to avoid per-entry string memory allocation overhead.
* Miscellaneous smaller optimizations -- for example, using ByHash to avoid redundant hashing and FString construction.
#jira none
#rnx
#rb jason.nadro dan.elksnitis
#preflight 646cfdbc1134ffac7034af60
[CL 25596308 by jason hoerner 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]
#fyi dan.elksnitis
Original CL Desc
-----------------------------------------------------------------
[shaders] unify handling of single job bSucceeded flag; wasn't getting set properly when not using workers
#rb Yuriy.ODonnell
#rb Laura.Hermanns
#rb Jason.Nadro
#preflight 63d2e011d21dbe1d29be43c1
[CL 23889694 by dan elksnitis in ue5-main branch]
- move compile job types into RenderCore and use them in SCW
- using the above factor out a helper function for pipeline job compilation to further reduce code duplication
- make flags indicating job success/failure conditions part of the SCW output data rather than evaluating them when reading the output (so they can be evaluated once in the helper function mentioned above)
- modify debug worker input dumps to write a single file for combined-pipeline compilation rather than one file per stage
#rb Yuriy.ODonnell
#preflight 63d1725d574ab9cae4c93d76
[CL 23868225 by dan elksnitis in ue5-main branch]
* Updated RulesAssembly to add the parent assembles to the assembly cache so the types in the other assemblies can be used when calling the constructor.
#preflight 63cf2823b84de45a0c12a6a4
[CL 23825371 by bryan sefcik in ue5-main branch]
this has much potential for misuse, and is generally incompatible with the goal of in-process multithreaded compilation
#rb Jason.Nadro
#rb Yuriy.ODonnell
#preflight 63c94ba902024f93d83dfbbc
[CL 23772691 by dan elksnitis in ue5-main branch]
[FYI] Laura.Hermanns
Original CL Desc
-----------------------------------------------------------------
Add host machine name to OOM report in DXC backend and refactor global SCW error-code handling.
#rb Jason.Nadro, Dan.Elksnitis, Yuriy.Odonnell, Arciel.Rekman
#preflight 638e610c255f07df8ea212f4
#rnx
[CL 23421737 by kate ellis in ue5-main branch]
- allow 0 TimeToLive to be specified explicitly on commandline (useful when debugging single-job debug worker input files, without this it keeps running the same job repeatedly) and modify single job worker input commandline txt file to use this instead of 0.5f
- change config-conditional behaviour serializing to memory instead of file on disk to be conditional on an optional cmdline argument instead, and move file copy into the block that does the file writing (otherwise it repeatedly tries and fails to copy the nonexistent file)
#preflight 6377fed033774509008c42c6
#rb Jason.Nadro
[CL 23234934 by dan elksnitis in ue5-main branch]