* Major define optimization involves converting map of defines to use FName keys and variant values rather than strings -- this eliminates most of the cost of string hashing, allocation, and conversion.
* Lower overhead FHashTable used instead of TMap.
* An initial map of defines can optionally be provided globally. Anything using an initial define can have its map index cached for optimized lookup when reading or writing.
Other micro-optimizations:
* Added Reserve calls for uniform buffer related maps, to eliminate map resizing / rehashing. Saved around 15% perf (after define optimizations).
* Added a map for UB lookup, instead of iterating through the linked list. Saved around 10% perf.
Non-optimization: Sort the order in which uniform buffer variable names are searched in BuildShaderFileToUniformBufferMap, to create determinism in ShaderDebug data for A/B testing (previously order was dependent on global constructor order for UB definitions, which could vary arbitrarily with unrelated changes).
#jira UE-187334
#rnx
#rb dan.elksnitis jason.nadro yuriy.odonnell
[CL 26142884 by jason hoerner in ue5-main branch]
- Support structured buffers in HLSL backend of SPIRV-Cross (PR #2143).
- Integrate SPIRV-Cross fix to forward opaque types in GLSL backend (PR #2110).
- Integrate SPIRV-Cross fix to use actual field offset to validate vec4 boundary alignment (#PR 2139).
- Integrate SPIRV-Cross fix to not restrict SV_RenderTargetArrayIndex to GS and MS (#PR 2138).
- Make SV_Position decoration as implicitly invariant optional (Used to address Z-fighting issues in Vulkan and Metal; Drastically impacts vertex shader performance on certain platforms).
- Don't force DXC for all shaders when r.Substrate is enabled.
#jira UE-174555
#rb Sebastien.Hillaire, Carl.Lloyd, Dan.Elksnitis
#fyi Brian.White, Jason.Nadro, JeaNoe.Morissette, Yuriy.Odonnell, Guillaume.Abadie
#preflight 6453d3df0e33f2d51d2b032e
[CL 25353473 by Laura Hermanns in ue5-main branch]
[FYI] Laura.Hermanns
Original CL Desc
-----------------------------------------------------------------
Add host machine name to OOM report in DXC backend and refactor global SCW error-code handling.
#rb Jason.Nadro, Dan.Elksnitis, Yuriy.Odonnell, Arciel.Rekman
#preflight 638e610c255f07df8ea212f4
#rnx
[CL 23421737 by kate ellis in ue5-main branch]
- each platform compilation request is now wrapped in __try/__except rather than a single exception handling block at the top level of the worker; this allows us to log an exception (with callstack) as a compilation error and continue the batch
- remove SEH code from ShaderConductorContext, the above makes this redundant (and it didn't provide any actionable information)
- strip down SEH code in D3DShaderCompiler; now only used for the purposes of pre-compiling with DXC in the case of an FXC crash. dumping preprocessed source will be handled in a different manner in a forthcoming CL
- minor change in the DXC precompile path to not log an unnecessary warning when performing an explicitly-requested DXC precompile
#rb Jason.Nadro
#rb Laura.Hermanns
#rb Yuriy.ODonnell
#preflight 63514c798176062ea73acb41
#jira FORT-524383
[CL 22654436 by dan elksnitis in ue5-main branch]
#rb Lukas.Hermanns
[FYI] Dmitriy.Dyomin
#ROBOMERGE-OWNER: carl.lloyd
#ROBOMERGE-AUTHOR: carl.lloyd
#ROBOMERGE-SOURCE: CL 18309759 via CL 18309767 via CL 18310351 via CL 18310386 via CL 18310920 via CL 18310950 via CL 18312599 via CL 18312697
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18312969 by carl lloyd in ue5-release-engine-test branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
//UE5/Release-5.0/...
to //UE5/Main/...
#ROBOMERGE-AUTHOR: carl.lloyd
#ROBOMERGE-SOURCE: CL 17784827 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v881-17767770)
[CL 17784849 by carl lloyd in ue5-release-engine-test branch]