The PDB name is either retrieved from the PDB blob part of DXC's output, or is generated using the shader hash that DXC reports even when no PDB is requested. We don't export PDBs because it would result in duplicate data as we use embedded PDBs.
#rb christopher.waters, Laura.Hermanns
[CL 29723169 by daniele vettorel in ue5-main branch]
- Removing the need for COMPILER_DEFINE on GetResourceFromHeap and GetSamplerFromHeap
- FShaderParameterParser constructor now requires a FPlatformConfiguration object that each shader format can configure.
- FPlatformConfiguration::GenerateBindlessAccess allows each platform to generate the code for accessing a bindless resource or sampler.
- Added EShaderParameterParserConfigurationFlags to specify support for stable constant buffers and bindless.
- Moved EBindlessParameterMode into EShaderParameterParserConfigurationFlags::BindlessUsesArrays
- While moving things around, I was able to convert some TCHAR* uses to FStringView
#jira UE-166341
#rb mihnea.balta
[CL 29533376 by christopher waters in ue5-main branch]
-Add a new define to wrap the output semantic that we want to be post declare as precise.
-Modify DXC-SIRV to add the NoContraction decorator on precise output semantics.
-Modify spirv_glsl to post declare as precise output semantics
-Example: out precise float4 gl_positon; will add precise gl_position; post declaration.
[REVIEW] [at]laura.hermanns
[CL 29338529 by serge bernier in ue5-main branch]
- Splitting "Bindless Resource" shader parameter types into "Bindless SRV" and "Bindless UAV" to make sure reflection/binding validation is correct.
#jira UE-166341
#rb jeannoe.morissette
[CL 28995862 by christopher waters in ue5-main branch]
- Support struct forward declarations.
- Support static member functions.
- Support scoped function definitions.
#jira UE-186066
#rb Jason.Nadro
[FYI] Sebastien.Hillaire, Christopher.Waters
#rnx
[CL 28959874 by laura hermanns in ue5-main branch]
* Generate line directive map during parsing
* Use xxhash instead of cityhash
* Avoid FStringView operator [] in ExtractIdentifiers
* Use TArray Reset instead of Empty where appropriate
* Vectorize SkipUntilNonIdentifierCharacter
* Vectorize ExtractBlock
* Vectorize line ending search
* Use FString directly instead of FStringBuilderBase for the final output to avoid a copy
#rb christopher.waters
#rb jason.hoerner
[CL 28699609 by yuriy odonnell in ue5-main branch]
- Patch HLSL to support SV_DepthGreaterEqual and SV_DepthLessEqual.
- Maintain order of shader input/output variables in cross-compiled HLSL.
#rb Jason.Nadro
#jira UE-186066, UE-192125
#rnx
[CL 28633421 by laura hermanns in ue5-main branch]
- Adding ability to 'forward declare' symbols per platform.
- Removes hardcoded symbols in HlslParser.cpp
- Converting a few array/string input types to views.
#rb dan.elksnitis
[CL 28494936 by christopher waters in ue5-main branch]
- Before this, every typedef and the code using them was being included in the final source.
- This was primarily affecting Bindless Resources where all bindless resources were included in the minified code even if they weren't used.
#rb yuriy.odonnell
[CL 28365749 by christopher waters in ue5-main branch]