- GetRayTracingCallableLibrary() similar to how we handle hitgroups.
FindRayTracingCallableIndex(...) to query callable shader index in RTPSO.
#rb yuriy.odonnell
#preflight 628620c99016c6dd8974b510
[CL 20278150 by tiago costa in ue5-main branch]
Changed macro used to resolve overloads for these 2 functions to the one requiring one actual float/double type in the arguments. Removed old macro that allowed mixing signed/unsigned int types and replaced it with one that requires all the types to be signed to match any overloads (tested but currently unused).
Resolved some compile errors that resulted from newly ambiguous calls that mixed signed/unsigned integer types.
#jira UE-143473
#rb Andrew.Davidson
#preflight 6215382b30639b44d2f52355
#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 19098314 via CL 19099699 via CL 19100188 via CL 19100709 via CL 19109894
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19147214 by zak middleton in ue5-main branch]
- Provides about 8% runtime memory savings (in local tests).
- Also, adds more compression types for shaders.
- Impact on the shader compilation (in SCWs) seems to be negligible in local tests.
#rb Devin.Doucette, Charles.Bloom
[REVIEW] [at]Devin.Doucette, [at]Charles.Bloom, [at]Jason.Nadro
#jira UE-136845
#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 18502862 via CL 18503105 via CL 18503112 via CL 18505939 via CL 18505950
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18505961 by arciel rekman in ue5-release-engine-test branch]
- Splitting symbol generation and shader "debug info" generation into two different cvars. This should now allow us to generate symbols post-packaging without generating different shader variants. This should also enable us to always generate symbols and still have the final deduplicated shader sizes.
- r.Shaders.Symbols is now the primary way to enable shader symbols for debugging.
- r.Shaders.GenerateSymbols can be enabled to always generate symbols without writing them to disk.
- r.Shaders.WriteSymbols can be used to force write symbols if they were previously generated.
- r.Shaders.ExtraData can be used to generate shader names for engine runtime systems to use.
- NotifyShaderCooked replaced with NotifyShaderCompiled, prep for upcoming non-cook symbol writing.
- PC DXC shader compiles should only generate debug info when requested, not all the time.
- PC FXC shader compiles should generate debug info when requested, not just when r.Shaders.Optimize is 0.
#jira none
#rb arciel.rekman, lukas.hermanns
#preflight 611ad9035e737200015992db
#ROBOMERGE-SOURCE: CL 17186155 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17186162 by christopher waters in ue5-release-engine-test branch]
- number of supplied parameters less or more than the number of specifiers used in format string
- invalid format string specifiers used
#rb Matt.Peters
#ROBOMERGE-SOURCE: CL 16315056 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v804-16311228)
[CL 16315068 by ionut matasaru in ue5-release-engine-test branch]
- FShaderMapResourceCode derives from FThreadSafeRefCountedObject which has a member that keeps track of the number of references to the object. We were doing deep copies using the Copy Constructor of FShaderMapResourceCode which resulted in a member wise copy of the num refs. This is not the behavior you'd expect.
- The offending line of code that caused the memory leak was in FShaderMapBase::AssignCopy:
- Code = new FShaderMapResourceCode(*Source.Code);
- Like FRefCountBase I've deleted the copy constructor and assignment operator for FRefCountedObject and FThreadSafeRefCountedObject to catch issues at compile time where we are copying across NumRefs incorrectly.
- To fix the issue I've manually created copy constructors for FGPUProfilerEventNodeStats and FShaderMapResourceCode.
#rb Devin.Doucette, Dave.Jones, Arciel.Rekman, Ben.Ingram
#review-16115628 @Devin.Doucette, @Dave.Jones, @Arciel.Rekman, @Ben.Ingram
#jira UE-108598, UE-113736
[CL 16116577 by Jason Nadro in ue5-main branch]
Fix issues causing material DDC values to be non-determinisic
- Shader code within resources sorted by hash
- Debug source code values sorted by type
Also add mechanism to serialize any MemoryLayout described type to string
- Makes it easier to inspect material data to find sources of non-determinism
#rb none
#ROBOMERGE-OWNER: ben.ingram
#ROBOMERGE-AUTHOR: ben.ingram
#ROBOMERGE-SOURCE: CL 12944988 in //UE4/Release-4.25/... via CL 12944998 via CL 12957822
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)
[CL 12957827 by ben ingram in Main branch]
Fix generation of shader debug data
#rb none
#ROBOMERGE-SOURCE: CL 11850208 in //UE4/Release-4.25/... via CL 11850214
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)
[CL 11850701 by ben ingram in Main branch]