Local shader compiler:
- Not making 1 job batches (for High prio jobs) on startup
- Randomizing pending job selection to reduce chance that multiple 60+ sec jobs get into a single batch
(the above have the most effect on speed up, below is optional/misc)
- Pushing the completed jobs back to manager before, and not after, pulling new ones to reduce idle time
- Processing jobs in FIFO rather than LIFO order (change to LIFO seems like an ODSC regression? Hard to say definitively if it's a regression from the numbers, but seems odd to have the earliest jobs processed last)
- Parallel processing of input and output files (starts sequential by default to reduce the CPU overhead, but is enabled if we ever see too long write/read)
- More insights scopes
Distributed:
- Not avoiding local machine for XGE on startup
Both:
- Input file compression (disabled by default, need to better figure out when it's beneficial in a general case. Mostly for people with really slow I/O and XGE over VPN).
- More stats, also more dense stat output. Removed an unimportant one, added stats about the batches.
#rb Jason.Nadro, Ben.Ingram
#[review] [at]Jason.Nadro, [at]Ben.Ingram
#preflight 6132ec79bf137d0001ae91ee
#jira UE-125101
#ushell-cherrypick of 17448576 by Arciel.Rekman
#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 17448989 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17448996 by arciel rekman in ue5-release-engine-test branch]
todo: hdr decode at runtime when astc hdr not supported
needs to figure out why ARM Encoder is much slower than ISPC, use ARM only for HDR Textures might be a good compromise.
#jira UE-119388
#ROBOMERGE-AUTHOR: yangke.li
#ROBOMERGE-SOURCE: CL 17441496 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17441499 by yangke li in ue5-release-engine-test branch]
- preparational step to enable HZB culling of invalidations in an uniform way.
- also add FComputeShaderUtils helper to set up an indirect dispatch.
#rb andrew.lauritzen
#preflight 6130818017a8610001b0cfc7
#ROBOMERGE-SOURCE: CL 17400532 via CL 17400838
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17400862 by ola olsson in ue5-release-engine-test branch]
- Modified MemsetResource and MemcpyResource to take number of elements instead of number of bytes as input, since FRWBuffer can use different formats.
#rb Yuriy.ODonnell
#jira UE-120168
#preflight 612f98feb6b29c00013fbb13
#ROBOMERGE-SOURCE: CL 17394373 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17394380 by tiago costa in ue5-release-engine-test branch]
This should fully address UniformBufferLayout/UniformBuffer crashes that randomly happen during shader compiling in the Editor.
#jira none
#rb arciel.rekman, ben.ingram, mihnea.balta, stu.mckenna, will.damon
#preflight 611eb6c6008be90001f8b031
#ROBOMERGE-SOURCE: CL 17243608 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17243630 by christopher waters in ue5-release-engine-test branch]
- 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]