Commit Graph

767 Commits

Author SHA1 Message Date
arciel rekman
0742e77d1d Fix duplicate loctext and init problems in commandlets (UE-165492).
#rb none
#jira UE-165492
#preflight none

[CL 22262821 by arciel rekman in ue5-main branch]
2022-09-29 23:44:48 -04:00
Luke Thatcher
91ce45971a Restore changes lost when the DevPR copy-up robomerged back to UE5 Main
#rb none
#preflight skip
#jira none

[CL 22245170 by Luke Thatcher in ue5-main branch]
2022-09-29 06:31:56 -04:00
elizabeth baumel
5c94e27b3c Add missing LLM tracking tags. Went from >40000 untagged allocations to about 4400 in QA game. Most of the untagged allocations were CVars. The remaining untracked allocations are largely from dynamic initializers and static/const data.
#rb kenzo.terelst
#jira UE-155266
#jira UE-155196
#preflight 6334ab8eee7b13756dcee727

[CL 22240429 by elizabeth baumel in ue5-main branch]
2022-09-28 22:21:04 -04:00
luke thatcher
0c5c2b3e27 Merging //UE5/Dev-ParallelRendering (up to CL 22203289) to //UE5/Release-5.1
This change includes significant refactor work performed in //UE5/Dev-ParallelRendering. A brief summary of the work is as follows:

Refactored RHI command lists
 - Removal of the "immediate" async compute command list
 - Introduced an "active pipe" on each command list, allowing RHICmdLists to record work for either graphics or async compute. Pipes can be selected using the SwitchPipeline() function, or the FRHICommandListScopedPipeline helper.
 - New explicit command list submission RHI API (RHIFinalizeContext, RHISubmitCommandLists). The IRHICommandContextContainer type has been removed.
 - Explicit GPU submission is automatically appended to the immediate command list when it is dispatched to the RHI thread.

Platform RHI implementations
 - The new submission API has been implemented across all platforms. Some platforms required a significant refactor.

#rb Mihnea.Balta,Kenzo.Terelst
#jira UE-139550
#preflight 6332e3641003050806d802ef

[CL 22239063 by luke thatcher in ue5-main branch]
2022-09-28 21:40:05 -04:00
Arciel Rekman
458918e6fd Remove clip distance method of ISR (UE-162244)
- Assume support during the cook, do the actual check in runtime and exit if not supported.
- This slightly increases the minspec for PC projects that ship ISR to D3D 11.3 (2014-2015 level hardware).

#rb Jules.Blok, Robert.Srinivasiah
#review @Jules.Blok, @Robert.Srinivasiah
#jira UE-162244
#preflight 632b4d6cb4515b7e2272620d

[CL 22207954 by Arciel Rekman in ue5-main branch]
2022-09-27 14:35:58 -04:00
Arciel Rekman
7e6e0fdd8c Fix server crash accesing the global SM.
#rb none
#jira none (yet?)
#preflight none

[CL 22132424 by Arciel Rekman in ue5-main branch]
2022-09-21 23:20:04 -04:00
Arciel Rekman
0a803fe046 Allow global shaders to load before precaching PSOs (UE-163502)
- Also, only issue the warning if we waited at least 1ms in that call.

#rb Kenzo ter Elst, Jason Nadro
#jira UE-163502
#review @Kenzo.Terelst, @Jason.Nadro
#preflight 632b0f15b40000c8f0c4705a

[CL 22116865 by Arciel Rekman in ue5-main branch]
2022-09-21 13:28:58 -04:00
chris constantinescu
f91259b56a InitializeAfterProjectFilePath must be called for the entire hierarchy of platform files starting with FPlatformFileManager:Get().GetPlatformFile()
#rb Josh.Adams
#preflight 632a027b6919ce39987ff186

[CL 22111880 by chris constantinescu in ue5-main branch]
2022-09-21 09:39:51 -04:00
danny couture
2c22ba9cc1 Add AnimGraph module to be loaded during editor boot to avoid trying to load it from the async loading thread
#rb Thomas.Sarkanen
#preflight 632858fb3752284a31276489

[CL 22072716 by danny couture in ue5-main branch]
2022-09-19 08:09:26 -04:00
serge bernier
f62c78b5bd Delay the platform ShaderAutoGen. Thoses are generated header files needed when we compile shaders. We need to delay the platform initialization from the current platform since it needs to happen after the DeviceProfileManager creation. Move ShaderAutoGenInit code out from LaunchEngineLoop.cp since it only needed from ShaderCompile.
#rb [at]josh.Adams
#preflight EMT A/B tests

[CL 21923877 by serge bernier in ue5-main branch]
2022-09-09 13:21:55 -04:00
mickael gilabert
be03b1b0c5 (courtesy of Josh Adams)
- Fix for some DeviceProfiles not reading in their parent TextureLODGroups
- Remove the call to UDeviceProfileManager::Get() that was being called too early, before object subsystem is ready, so it was unable to load all the other platform DeviceProfiles

[REVIEW] [at]elizabeth.bunner, [at]josh.adams
#tests preflight 631258e02b7fe03eb6d9d725

[CL 21774577 by mickael gilabert in ue5-main branch]
2022-09-02 23:10:44 -04:00
Florin Pascu
5d8db16210 Fix ASAN Linux heap-use-after-free
#jira UE-162801
#rb Jack.Porter
#preflight 6312278f2b7fe03eb6d23461

[CL 21761425 by Florin Pascu in ue5-main branch]
2022-09-02 12:13:05 -04:00
serge bernier
f2d41b7ae7 Fix warning in cook by initializing the DeviceProfileManger. Calling the UDeviceProfileManager::Get().InitializeCVarsForActiveDeviceProfile() does intialize sampler states (Wrap_WorldGroupSettings and Clamp_WorldGroupSettings) that can be refresh by RefreshSamplerStatesCallback during the engine init phase. We need to check if the DynamicRHI was created before refreshing samplerstates.
#rb [at]josh.Adams

[CL 21725991 by serge bernier in ue5-main branch]
2022-08-31 15:12:03 -04:00
Florin Pascu
6b3c1469ba Preview Shader Platform using different ShaderMaps and the DDPI/Cvar values of the Previewable Actual Platform
NumPlatforms limit changed from 64 to 65536, limited by NumBits
#jira UE-120561
#rb Chris.Waters, Jack.Porter, Mihnea.Balta
#preflight 630f1604f92416fb92b373ab

[CL 21718179 by Florin Pascu in ue5-main branch]
2022-08-31 04:38:34 -04:00
serge bernier
948ea474f6 [Backout] - CL21701595
[FYI] Serge.Bernier
Original CL Desc
-----------------------------------------------------------------
Initialize device profile manager earlier in the pre init phase to properly set the FCoreDelegates::GatherDeviceProfileCVars.


#rb josh.adam

[CL 21707544 by serge bernier in ue5-main branch]
2022-08-30 15:31:54 -04:00
chris constantinescu
1fab9f1540 If project path is set from uecommandline.txt the engine doesn't pick up the game name correctly.
Check first max 10 arguments instead of just the first.
#rb Jerome.Delattre
#preflight 630e0f50e1124837754e3bde,630e0f57e352708d4416fb1e

[CL 21706201 by chris constantinescu in ue5-main branch]
2022-08-30 14:27:03 -04:00
serge bernier
8a4eb59aa1 Initialize device profile manager earlier in the pre init phase to properly set the FCoreDelegates::GatherDeviceProfileCVars.
#rb josh.adam

[CL 21705476 by serge bernier in ue5-main branch]
2022-08-30 13:48:32 -04:00
henrik karlsson
8a61828dab [Runtime.Launch]
* LaunchEngineLoop - Added activity scopes and moved console to show earlier

#rb Devin.Doucette
#preflight 6303fac6a45b007ea255fdea

[CL 21511745 by henrik karlsson in ue5-main branch]
2022-08-23 12:58:13 -04:00
paul chipchase
fc827406e2 Add a number of ways for the VA system to be changed to lazy initialize on first use.
#rb Per.Larsson
#jira UE-161296
#rnx
#preflight 62fe3ce73d3fb466b229bcc0

- There are some usecases that require the VA system to initialize the first time it is accessed (usually the first time we attempt to pull a virtualized payload) rather than be initialized in the program start up. This change provides three different methods to achieve this:
-- Setting the define 'UE_VIRTUALIZATION_SYSTEM_LAZY_INIT' to 1 in a programs .target.cs
-- Setting [Core.ContentVirtualization]LazyInit=true in the Engine ini file
-- Running with the commandline option -VA-LazyInit

- If we detect that the source control backend is being initialized on a background thread we do not try to run the FConnect operation. The backend will still work but this does reduce the potential error checking on initialization. This is done because the FConnect operation currently only works on the main thread and to change this would be a bigger work item than we can schedule at the moment.
- UE::Virtualization::Initialize functions now take a EInitializationFlags enum as a parameter. This enum allows the call to ignore all lazy init settings and force the initialization immediately. This is useful for programs like the Virtualization standalone tool which just needs to start the system when needed.
-- The call to ::Initialize in LaunchEngineLoop passes in None and does not ignore lazy initialization.
-- Calls to ::Initialize in the UnrealVirtualizationTool however all use EInitializationFlags::ForceInitialize and ignore lazy initialization settings.
- Fixed an odd bug in UE::Virtualization::Initialize where the error path (if the config file cannot be found) was using a different start up code path.
- Add asserts when assigning to GVirtualizationSystem to make sure that it is null. This is not 100% safe but should catch some potential threading issues, if any.
- Add an assert after lazy initialization (IVirtualizationSystem::Get) to make sure that GVirtualizationSystem was assigned a valid object.
- Improve how we check for legacy values in [Core.ContentVirtualization]. We now support multiple allowed values.
- Added a way to poll if a VA system has been initialize yet or not, this allows us to avoid initializing a VA system if one has not yet been created and we try to:
-- Dump VA profiling stats after cooking
-- Send VA stats to studio analytics
- Note that currently using lazy init loading will probably cause the VA statistics panel not to work, this will be fixed in future work where we will allow the panel to register for a callback when the system is initialized.

[CL 21467510 by paul chipchase in ue5-main branch]
2022-08-19 19:15:42 -04:00
james hopkin
6e2d376cbd [engine] Fixed saved directory paths being cached before -saveddir etc are processed
[REVIEW] [at]Josh.Adams
#rnx

#ROBOMERGE-AUTHOR: james.hopkin
#ROBOMERGE-SOURCE: CL 21439789 via CL 21439798 via CL 21439816
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v981-21435820)

[CL 21440291 by james hopkin in ue5-main branch]
2022-08-18 08:05:38 -04:00
Thomas Sarkanen
ac5eaf1318 Preload animation compression settings before we load any game content in editor builds
Fixes warnings about calling LoadObject in PostLoad of anim sequences

#jira UE-145778
#rb Jurre.deBaare
#preflight 62fdf8540601ad050473206d

[CL 21439526 by Thomas Sarkanen in ue5-main branch]
2022-08-18 05:50:06 -04:00
ben woodhouse
f01fc33a83 Make a new RenderthreadCriticalPath stat which includes dependent waits. The new stat still excludes GPU occlusion query waits, the present wait and non-critical path waits (waiting for the game thread or RHI thread). Waits for tasks kicked on the GT are included though (unlike the existing stat).
The implementation extends the existing FThreadIdleStats to track critical path vs non-critical path waits for a thread.

The cvar r.RenderThreadTimeIncludesDependentWaits forces the main renderthread stat to use the new behavior, but this is disabled by default for historical tracking reasons.

#rb Nuno Leiria

#ROBOMERGE-AUTHOR: ben.woodhouse
#ROBOMERGE-SOURCE: CL 21386702 via CL 21387159 via CL 21387356 via CL 21391039 via CL 21391830
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v975-21357124)

[CL 21394348 by ben woodhouse in ue5-main branch]
2022-08-15 17:15:00 -04:00
ben woodhouse
d841f35bd7 Reinstate 21355934 with assert fix
#ROBOMERGE-AUTHOR: ben.woodhouse
#ROBOMERGE-SOURCE: CL 21359298 via CL 21359569 via CL 21359589 via CL 21359605
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21362808 by ben woodhouse in ue5-main branch]
2022-08-12 16:15:05 -04:00
ben woodhouse
c7d95d47b7 Partial backout to workaround assert
#ROBOMERGE-AUTHOR: ben.woodhouse
#ROBOMERGE-SOURCE: CL 21357137 via CL 21357285 via CL 21357293 via CL 21357304
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21358768 by ben woodhouse in ue5-main branch]
2022-08-12 13:50:56 -04:00
ben woodhouse
7db1565880 If the CSV Profiler is running, output the CSV GT/RT frame in the GT and RT frame named events rather than the engine frame numbers, and prefix with Csv.
#rb serge.bernier

#ROBOMERGE-AUTHOR: ben.woodhouse
#ROBOMERGE-SOURCE: CL 21355012 via CL 21355934 via CL 21355993 via CL 21356002
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21358177 by ben woodhouse in ue5-main branch]
2022-08-12 13:23:10 -04:00