- Moving various UB booleans into a flags enum.
- UB booleans could not be reasonably deprecated without incurring memory overhead, so this will break custom code that uses them.
- Adding UB flag to force the shader compilers to generate reflection for the UB members which are normally excluded from reflection.
- Adding UB flag that tells MeshCommands that a UB will be bound during pass drawing and that it doesn't need to be set via MDCs.
- New flags are not used in this CL, they are prerequisites for subsequent, larger changes.
#rb jeannoe.morissette
[CL 34356503 by christopher waters in ue5-main branch]
- SRVNonPixel is needed by mobile to insert a barrier between fragment -> vertex texture fetch, but since this is a heavyweight barrier, it is opt-in with SHADER_PARAMETER_RDG_NON_PIXEL_SRV.
- Small refactor to FRDGTextureAccess to allow for arbitrary subresources, as the current model only allows full resource transitions.
#rb mihnea.balta, luke.thatcher, serge.bernier
#jira UE-211883
[CL 33179861 by zach bethel in ue5-main branch]
- Adds StructPackingPass to SPIRV-Tools which re-assigns all struct member offsets of the global cbuffer ("type.$Globals" when translated in DXC/SPIR-V) according to the std140 memory layout rules.
- Remove DXC rewriter from shader backends as the shader minifier can already handle the majority of dead code removal.
- Rebuilt DXC for Win64, Mac, Linux.
#jira UE-207703
#rnx
#rb Yuriy.ODonnell
[FYI] Dan.Elksnitis, JeanNoe.Morissette, Serge.Bernier, Florin.Pascu
[CL 32646612 by laura hermanns in ue5-main branch]
[FYI] Florin.Pascu
Original CL Desc
-----------------------------------------------------------------
Autosdk MetalDeveloperTools support
On Win64 MetalShaderFormat module is always loaded
#rb zack.neyland
[CL 32507758 by florin pascu in ue5-main branch]
- Array-based bindless (Vulkan) only needed one more piece of data to use "GenerateBindlessAccess"
- Now all bindless shader platforms will generate a getter function for each bindless resource/sampler.
#rb dan.elksnitis, jeannoe.morissette
[CL 32375983 by christopher waters in ue5-main branch]
- This data is required by uniform binding code, and was copy/paste across platform RHIs. Moving it to the base RHI type will allow the RHI validation layer to enumerate resources in uniform buffers, which have been opaque up until now.
- FShaderResourceTable has moved from RenderCore to RHI.
- UE::RHICore::ApplyStaticUniformBuffers and UE::RHICore::SetResourcesFromTables now only need the shader, since the binding info is stored within it.
- The serializer functions in shader format modules and platform RHIs have been fixed up to handle the SRT being in the base type. The data format has not changed, so no shader versions need bumping.
- Removed unnecessary operator == and GetTypeHash functions in some places.
Includes all platforms / RHIs except OpenGL, which will follow in another CL.
#rb Kenzo.Terelst
[CL 31871815 by luke thatcher in ue5-main branch]
This affects Vulkan, Metal, GLES, and SPIR-V based platform backends.
Warnings will not be treated as errors for intermediate shader code, such as the one generated by the HLSL rewriter for dead-code removal.
#rnx
#rb carl.lloyd, massimo.tristano
[CL 31645356 by laura hermanns in ue5-main branch]
- Available on SM6
- Disabled with config
- Includes support for heap allocations on Metal, enabled by default, can be disabled with -nometalheap
#rb Luke.Thatcher, Chris.Waters, Laura.Hermanns
#jira UE-204112
[CL 31531113 by carl lloyd in ue5-main branch]
- Disabled by default
- Removed MetalDerivedData and moved shader compiler specific code to seperate files
#rb Laura.Hermanns
#jira UE-204112
[CL 31527482 by carl lloyd in ue5-main branch]
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]
- add FShaderSource class which wraps source as populated by preprocessing and subsequently accessed by compilation and other debug features; this class automatically inserts zeroed padding such that 16-byte-wide SIMD string comparison operations do not require a non-SIMD tail to process any overhang.
- add typedefs for the string/view/character types and update preprocessing code to use these typedefs instead of the explicit types
- add explicit if constexprs in minifier code around char width to disable simd optimizations for char width != 2 (and subsequently skip the non-simd tail if char width == 2 since FShaderSource automatically adds the required padding)
#rb Jason.Nadro, Yuriy.ODonnell
[CL 30358137 by dan elksnitis in ue5-main branch]