Add function to query if the static API is init and thread should be running
Tidy up some direct checks to the init count to use the new IsRunning function
Make init reference count signed and check for it going negative (mismatched startup/shutdown calls)
Disclaimer: init reference count isn't really used yet, but I'm hoping to propose using it more broadly in the future
#rb francis.hurteau
#jira none
#preflight /job/602c184cada6960001aa3e12
#ROBOMERGE-SOURCE: CL 15425482 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15426390 by geoff evans in ue5-main branch]
Use SleepNoStats to prevent stat accumulation of sleep time
Remove CPUTRACE macros to remove dependency on that system (they weren't really useful)
Improve StallDetector logging
#rb francis.hurteau
#jira none
#preflight /job/602195055cb1b300015c6218
#ROBOMERGE-SOURCE: CL 15361323 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15361335 by geoff evans in ue5-main branch]
This code is meant to help locate and send reports/telemetry for slow code pathways that create unresponsive conditions
FGameThreadHitchHeartBeatThreaded was considered, but doesn't fit Editor's needs because its designed around general GameThread deadlines
Editor workloads are much less homogenous, and proper async support for a consistent GameThread deadline in Editor is a ways away
This necessitates a more focused approach where we can instrument specific routines such that each issue their own telemetry report
Add a "Stalls" counter in the Frame Rate and Memory title bar stats
Add LogStall Log category for viewing details about stalls that have occurred
Introduces a stall counter object on the GameThread to collect statistical data about stalls (this will not report to telemetry)
Future changes will introduce report objects into specific routines to upload to crashreporter
Future changes will introduce support for non-Windows OSes
#jira none
#rb francis.hurteau
[CL 15213394 by geoff evans in ue5-main branch]
Add queued work priority support to auto delete async tasks and schedule DDC Puts as Low priority
ThreadPool threads are now honoring the names they've been given on creation
Move the I/O only async DDC Get into the DDC ThreadPool with higher priority (Normal) than DCC Puts
#rb Devin.Doucette
[CL 15177897 by danny couture in ue5-main branch]
- In the original code we were checking if either of the queues were nullptr before using them however when those queues are deleted they were not actually being set to nullptr, so the checks would not catch this and eventually we would read trash data when trying to use the queues.
- Set both the queues to nullptr on shutdown so no attempt to access them will be made after this point.
#rb Danny.Couture
#rnx
[CL 15066339 by paul chipchase in ue5-main branch]
This avoids a crash when the first use of DDC is from a worker thread when global shader map compilation is skipped due to use of the null RHI.
#jira UE-104924
#rb Zousar.Shaker
[CL 15039561 by Devin Doucette in ue5-main branch]
Create a new interface IPackageResourceManager that handles all attempts to load packages from storage. The default implementation passes through to loading from IFileManager. Future implementations will load from other services such as the EditorDomain and TargetDomain.
Add FPackagePath class that holds a LocalFilePath or LongPackageName, or a relative path to a package under a mounted content root (which can be converted into either the LocalFilePath or LongPackageName).
Modify LinkerLoad, BulkData, and AsyncLoader to use FPackagePath and IResourceManager.
Modify UPackage and FLinkerLoad to have a FPackagePath instead of a Filename.
#rb Paul.Chipchase, CarlMagnus.Nordin, Francis.Hurteau, Devin.Doucette
#rn Major Core
[CL 14814912 by Matt Peters in ue5-main branch]