Fixes issues with DXC compiler where we need precise keyword to ensure depth and base pass vertex outputs match.
#preflight 62309e75e65a7e65d686fbae
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 19389323 via CL 19389776
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19392831 by jeremy moore in ue5-main branch]
Helps future proof template matching and reduce similar errors, when the texture access type is not default, in the future and provide a better assert in the RHI with simpler logic around selection of buffer backed texture.
#jira UE-142944
#rnx
#review-19371968 @will.damon
#rb will.damon, laura.hermanns
#preflight 6230719e050dc69468b0ae36
[CL 19384193 by Richard Wallis in ue5-main branch]
- Fixed bug where Niagara GPU particles are not rendering
- Lighting not rendering correctly under Deferred Shading on mobile
- Fixed opengl desktop rendering bugs
#jira UE-140902 UE-135714
#rb Laura.Hermanns
#lockdown jack.Porter
#preflight 621f3cff31454c90ccf36365
#ROBOMERGE-AUTHOR: jack.porter
#ROBOMERGE-SOURCE: CL 19219609 in //UE5/Release-5.0/... via CL 19219624
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19227392 by jack porter in ue5-main branch]
- Consume Uniform then UAV buffer slots first.
- Don't use up a buffer slot for texel buffers as we should be using texture buffers for these now.
- If we are not using a buffer slot for the same texel slot index then don't attempt to bind the underlying SRV buffer when binding the SRV texture otherwise it'll stomp on other in use buffer slots.
- Use CountTrailingZeros64() when referencing TextureIndices as that is a 64bit type.
#jira UE-141595
#preflight 620e3612fe76023596bd3e52
[REVIEW] [at]will.damon, [at]laura.hermanns
#rnx
#lockdown cristina.riveron
#ROBOMERGE-AUTHOR: richard.wallis
#ROBOMERGE-SOURCE: CL 19116483 in //UE5/Release-5.0/... via CL 19117285
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19153361 by richard wallis in ue5-main branch]
- use STORAGE_IMAGE to read from R64 formats when sampling isn't supported.
- leave high level code and HLSL untouched (RDG will continue to consider them read only access), patch SPIRV instead
- create a codepath for hzb that uses UlongType
- update shader guid for Vulkan to force rebuild
Fixes all validation issues with 64bit atomics and allows the use of RADV driver (AMD+Linux) for Nanite/Lumen.
#jira UE-138513
#preflight 61dc4c98af44b4362836a61f
#rb mihnea.balta
[FYI] Lukas.Hermanns
#ROBOMERGE-AUTHOR: jeannoe.morissette
#ROBOMERGE-SOURCE: CL 18563012 in //UE5/Release-5.0/... via CL 18563033
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18563055 by jeannoe morissette in ue5-release-engine-test branch]
Fix for crashes on Android with ARM GPU
#jira none
#rb jeannoe.morissette
#ROBOMERGE-AUTHOR: carl.lloyd
#ROBOMERGE-SOURCE: CL 18457776 in //UE5/Release-5.0/... via CL 18457786
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v898-18417669)
#ROBOMERGE[STARSHIP]: UE5-Main
[CL 18457794 by carl lloyd in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
- SM6.6 not enabled just yet.
- Adding our own defines of __SHADER_TARGET_MAJOR and __SHADER_TARGET_MINOR to mimic the DXC defines. Since we preprocess, we can't rely on DXC to define them for us.
- Adding support for 64bit atomic operations
- Changing part of Nanite PC atomic permutation selection to be based on DataDrivenPlatformInfo
- Fixing DXC shader debugging. The PDB section was still being stripped from the final DXIL.
#jira none
#rb rune.stubbe
#preflight 61548928f5e4fd0001d7d0b3
#ROBOMERGE-OWNER: christopher.waters
#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 17665881 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v875-17642767)
#ROBOMERGE-CONFLICT from-shelf
[CL 17665943 by christopher waters in ue5-release-engine-test branch]