- 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]
Example usage in a shader:
PLATFORM_ASSERT4(GroupThread > 4321, 0xDF7DC903, GroupThread, GroupIndex, GroupBase, asuint(123.456f));
Example GPU crash report output:
LogD3D12RHI: Error: [GPUBreadCrumb] Last tracked GPU operations:
LogD3D12RHI: Error: [GPUBreadCrumb] 3D Queue 0 - Begin: Frame 348 - Scene - ReflectionIndirect - RayTracingReflections - RayTracingDeferredReflectionsShade 957x466
LogD3D12RHI: Error: [GPUBreadCrumb] Shader assertion failed! ID: 0xDF7DC903
LogD3D12RHI: Error: [GPUBreadCrumb] Payload [int32]: 416 42 172032 1123477881
LogD3D12RHI: Error: [GPUBreadCrumb] Payload [uint32]: 416 42 172032 1123477881
LogD3D12RHI: Error: [GPUBreadCrumb] Payload [hex]: 0x000001A0 0x0000002A 0x0002A000 0x42F6E979
LogD3D12RHI: Error: [GPUBreadCrumb] Payload [float]: 0.000000 0.000000 0.000000 123.456001
This works through automatic diagnostic buffer binding in D3D12 RHI, which becomes available in *any* shader as a UAV.
Opens the door for arbitrary human-readable message output from any shader in the future.
PLATFORM_ASSERT macro is always enabled and available on supported platforms. It is intended to be a low-level mechanism for a higher-level check() that would be controlled via CVars.
#rb Christopher.Waters
[CL 16167404 by Yuriy ODonnell in ue5-main branch]
Disabled by default (guarded by USE_SHADER_MODEL_6_6).
Includes work done by Yuriy.
#rb yuriy.odonnell
#fyi brian.karis, christopher.waters, lukas.hermanns
[CL 15914077 by graham wihlidal in ue5-main branch]
- Removed OutputMask since nothing was using it anymore.
- Made UAVMask an optional output from FXC compiles, only d3d11 reads it.
- UAVMask now created from entire set of UAVs and not just UAVs in Uniform Buffers.
#jira none
#rb mihnea.balta
#ROBOMERGE-SOURCE: CL 15643920 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v779-15635321)
[CL 15643927 by christopher waters in ue5-main branch]