- The config section is the DDSPI ShaderFormat of the shader platform
- BindlessResources and BindlessSamplers can be set independently
- The cvars still exist and will take precedence over the config settings.
- Renamed RHIGetBindlessResourcesConfiguration/RHIGetBindlessSamplersConfiguration to have the word "Runtime" in them to reflect that they should only be used at runtime and not when deciding if it's enabled for a shader.
#jira UE-171919
#rb jason.nadro, yuriy.odonnell, jeannoe.morissette
#preflight 63edaabd0a06073fef07655f
[CL 24282763 by christopher waters in ue5-main branch]
#fyi wouter.dek
The problem with this change is that late-created shader types will not be in the shadertype list and as such will not be included in the shader map even if their ShouldCompilePermutation() would return true.
Original CL Desc
-----------------------------------------------------------------
Convert shader type and parameter struct metadata from global variables to static locals to defer initialization. This allows us to create these types dynamically at startup, while keeping the rest of the infrastructure as is.
#preflight 63eca58e7d2ec3d2fd286d9a
#rb zach.bethel
[CL 24240825 by Arciel Rekman in ue5-main branch]
Added manual VT filtering for mobile platforms that do not use TAA (contributed by albin.bernhardsson at ARM)
#jira UE-175862
#rb jeremy.moore
#preflight 63db903bba4fadeef046dc56
[CL 23967866 by dmitriy dyomin in ue5-main branch]
* Add adaptive RT material payload for Strata.
* Centralize all Strata settings in RenderCore/RenderUtils.h to ensure consistency
#rb chris.kulla
#jira none
#preflight 63d43bcff626715201a0ed1d
[FYI] sebastien.hillaire
[CL 23923301 by charles derousiers in ue5-main branch]
This is because this pass writes highquality normal though UAV uint2 which is not supported by all graphics card on PC.
#rb charles.derousiers.
#preflight https://horde.devtools.epicgames.com/job/63c57fae2e714f64ade48477
[CL 23735443 by Sebastien Hillaire in ue5-main branch]
[FYI] christopher.waters
Original CL Desc
-----------------------------------------------------------------
RHI header dependency cleanup
- Reducing other header dependencies from RHIDefinitions.h
- Moved a few functions to the new RHIStrings.h
- Uniform buffer layout initializer moved to its own file to reduce RHI dependency on MemoryLayout.
#preflight 63bca752577437afe604b097
[CL 23631957 by bob tellez in ue5-main branch]
- Reducing other header dependencies from RHIDefinitions.h
- Moved a few functions to the new RHIStrings.h
- Uniform buffer layout initializer moved to its own file to reduce RHI dependency on MemoryLayout.
#preflight 63bca752577437afe604b097
[CL 23631946 by christopher waters in ue5-main branch]
Serialize the payload size as part of the raytracing shader so it can be examined in the RHI layer.
Validate that the RTPSO is configured with the appropriate payload size.
Add macros to ensure the payloads have the expected size
Ensure that all raytracing pipelines explicitly bind a miss shader
Add a shared shader header to implement static asserts for those shader compilers that support them (like dxc).
Fix payload type on main deferred reflection raygen shader
Fix incorrect raygen shader included in the deferred RTPSO list for RTGI
Don't add builtin shaders to the RTPSO from the RHI layer as these are unlikely to ever match the required payload type
Add new method to register payload types so that plugins can more easily describe custom payloads they may be using (up to a maximum of 32 unique payload types since we use a bitmask to represent payload sets).
#rb Yuriy.ODonnell
#jira UE-157946
#preflight 636aff4363037c102679f13a
#preflight 63869dde170bc34a93e8c90e
[CL 23337139 by chris kulla in ue5-main branch]
- FlushShaderFileCache() used to be called to force all shader types to update their list of referenced uniform buffers, but they are only updated if they were ever used to compile in the current session. This would impact *any* shader type that had been used instead of just being limited to changed shader types.
- Moved the uniform buffer reference updating into a new function: UpdateReferencedUniformBufferNames.
- UpdateReferencedUniformBufferNames should be called before all shader recompiles but after FlushShaderFileCache does reset itself. This function requires a list of outdated types so we can reduce the shader type updates to only the types that need it.
#jira none
#rb jason.nadro, zach.bethel
#preflight 636a7a537c2b505190a464fb
[CL 23063334 by christopher waters in ue5-main branch]
- Remove shader platform specific info from uniform buffers, we can generate code with macros that translates to what each platform needs.
- With the per-platform differences removed, uniform buffer declarations (read: generated text) can be created once per shader parameter type that needs them instead of once per shader type's shader parameter type usage.
- FShaderType and FVertexFactoryType now hold a TSet of used uniform buffer names instead of a TMap that held potentially duplicated FStrings of uniform buffer defintions.
- Lists of uniform buffers are *potentially* different per platform, so the annoying CachedUniformBufferPlatform variables need to stick around for now.
- GenerateReferencedUniformBuffers renamed to GenerateReferencedUniformBufferNames and now populates a TSet instead of a TMap.
- ShaderType::AddReferencedUniformBufferIncludes renamed to ShaderType::AddUniformBufferIncludesToEnvironment which calls the shared UE::ShaderParameters::AddUniformBufferIncludesToEnvironment.
- CreateUniformBufferShaderDeclaration moved to UE::ShaderParameters::CreateUniformBufferShaderDeclaration and now returns its FString.
- CacheUniformBufferIncludes was removed since it was only populated values from CreateUniformBufferShaderDeclaration.
- Deprecated FShaderCompilerInput::SourceFilePrefix since nothing has populated it in 9 years.
#jira none
#rb dan.elksnitis, yuriy.odonnell
#preflight 63643e5ff233f06a127c11c1
[CL 22988611 by christopher waters in ue5-main branch]
- Focused around moving GlobalBeginCompileShader and friends.
- ModifyCompilationEnvironment and ValidateCompiledResult now only compiled in Editor builds.
- Measured 0.5MB to 1.0MB elf size reduction depending on platform.
#jira none
#rb jason.nadro, arciel.rekman, florin.pascu
#preflight 63613f992b5338aceb442902
[CL 22890964 by christopher waters in ue5-main branch]