Before:
Total CPU Time: 53783.640625 s
Total time in Parallel executor: 558.66 seconds
After:
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds
#jira
[CL 22173145 by bryan sefcik in ue5-main branch]
#rb Jason.Nadro
#preflight 632e0ecae23e50651ba4c5a0
#ushell-cherrypick of 21900443 by Yuriy.ODonnell
#ushell-cherrypick of 21931128 by Yuriy.ODonnell
#ushell-cherrypick of 22029907 by Yuriy.ODonnell
#ushell-cherrypick of 22036834 by Yuriy.ODonnell
[CL 22173105 by yuriy odonnell in ue5-main branch]
- Instrument how long shader preprocessing takes for each shader compilation job.
- Keep a running total in our shader stats per shader type.
- Add logging to track total thread preprocessing time for all shaders.
- Fixup local variable names to match the output log names.
#rb Dan.Elksnitis
#preflight 632a224ab40000c8f08c5815
[CL 22125080 by jason nadro in ue5-main branch]
The engine uses GRayTracingPlaformMask to compute ShouldCompilePermutation() for shaders. This is filled based on platform settings and capabilities when running the editor. When running a standalone game, the mask is filled purely based on whether ray tracing is enabled for the project (r.RayTracing) and the current runtime environment supports it (GRHISupportsRayTracing).
The new CVar is meant to be consistent between the cook time and run time. This is achieved by setting GRHISupportsRayTracing=false when running on SM5 if r.RayTracing.RequireSM6 is 1.
#rb christopher.waters
#preflight 631f8c8680642a7fa783ca18
#jira UE-163012
[CL 21971785 by Yuriy ODonnell in ue5-main branch]
When D3DCOMPILE_SKIP_OPTIMIZATION is set, none of the other D3DCOMPILE_OPTIMIZATION_LEVEL flags are set. Given that D3DCOMPILE_OPTIMIZATION_LEVEL1 is "0", this always forced debug shader builds to be compiled with "/Od /O1".
The fix is to ignore the other flags when D3DCOMPILE_SKIP_OPTIMIZATION is set.
#jira none
#rb massimo.tristano, mihnea.balta
#preflight 630e1989e54ec9d581800a92
[CL 21701349 by christopher waters in ue5-main branch]
#jira UE-159832
#rb Aaron.mcleran Phil.Popp Dan.Thompson Josh.Adams
#preflight 62d260033c3df323907eaa93
[CL 21153330 by jimmy smith in ue5-main branch]
- RHISupportsMultiviewport made to work on relevant shader platforms.
- RHISetStereoViewport implemented
- Unused outputs removal fixed to always consider viewport index used.
- Renamed confusing terminology (multiview -> multiviewport).
- Added a CVar (vr.MultiViewport) to force disable
- Added a canvas output to know the method in non-Shipping
#jira UE-151349
#review @Robert.Srinivasiah, @Jules.Blok, @JeanNoe.Morissette
#rb Robert.Srinivasiah, Jules.Blok, Chris.Waters
#preflight 62d193c43b057e727491c9d2
[CL 21153050 by Arciel Rekman in ue5-main branch]