#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 19322048 via CL 19322310 via CL 19322368 via CL 19327116 via CL 19328047 via CL 19328071
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19348318 by jeremy moore in ue5-main branch]
When running with ODSC in the editor Materials can have incomplete or partial shader maps. In other words some shaders _might_ be missing. If a render system requires all shaders to be present and can't use ODSC functionality to compile the necessary shaders we need a mechanism for compiling just the missing shaders.
- Added UMaterialInterface::CacheShaders() which is implemented for UMatetrial and UMaterialInstance. The call is just forwarded along to CacheResourceShadersForRendering and InitStaticPermutation respectively.
- You can call CacheResourceShadersForRendering multiple times (even with a completed shader map) and it will not recache uniform expressions. If the Resource's shader map is complete the function is a no-op.
- FObjectCacheContext can accept a UWorld and will only return primitives that are in that world.
- Added a function SubmitRemainingJobsForWorld(UWorld* World, EMaterialShaderPrecompileMode CompileMode) that will iterate all materials used by primitives in the world and compile the missing shaders.
- SubmitRemainingJobsForWorld() is used in various scenarios in the editor to ensure _all_ shaders are compiled for all materials before proceeding.
- Explicitly try to compile UI and PP materials. Since we don't know which ones are used in the given world we just have to iterate all loaded ones. This is a potential area of optimization.
- If there are already complete shader maps (if you are not running with the shader job cache), SubmitRemainingJobsForWorld is fast and results in a no-op for each material.
#rb Arciel.Rekman, Danny.Couture
#jira UE-136442, UE-136447
#preflight 61fc0e9c176256ec4f764206
[CL 18848560 by Jason Nadro in ue5-main branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]