Use Automation.LogBPTestMetadata CVar to enable the behavior
#jira UE-175266
#preflight 63e15f061020773a3f113f5b
#rb Chris.Constantinescu
[CL 24177156 by Jerome Delattre in ue5-main branch]
- Replaced uses of these functions in the engine with the global scope equivalents.
- Added some missing global scope RHI...() functions.
- LLM scopes have been moved into the global scope function, where necessary.
Removed several _RenderThread() RHICmdList functions
- These were previously provided for the automatic RHI thread stall / flush mechanism, but now provide no benefit
- Removing these also helps prevent use of FRHICommandListExecutor::GetImmediateCommandList() on threads other than the rendering thread.
Remove RHIExecuteCommandList
- Unused, legacy code path. No platform RHIs provide an implementation. No need to deprecate since there's no way anyone would be calling it already.
#jira none
#rb Zach.Bethel
#preflight 63c86e2dfb1a8cf245f44469
[CL 23771476 by Luke Thatcher in ue5-main branch]
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
Before:
Total CPU Time: 53783.640625 s
Total time in Parallel executor: 558.66 seconds
After:
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds
#jira
[CL 22173145 by bryan sefcik in ue5-main branch]
#rb trivial
#jira UE-164210, UE-164236
#preflight 632a15d1826e0c2fe962a399
[Backout] - CL21983605
[FYI] Jason.Nadro
Original CL Desc
-----------------------------------------------------------------
Fix bug where we were not blocking on shader compilation before executing a material update context.
- Depending on timing could cause issues with missing shaders where we would update the component before its shaders were complete.
- By default just make the function that submits jobs always block.
- Renable some tests, which this change should fix.
#rb Arciel.Rekman, Chris.Kulla
#jira UE-155888
#preflight 631f7368f927bf0cbaf4e378
[CL 22105123 by jason nadro in ue5-main branch]