Commit Graph

111 Commits

Author SHA1 Message Date
Florin Pascu
f64fc575d2 Re-submiting with Mac fixes
Changed ShaderArchive, GlobalShaderCache, ShaderDebugInfo and Autogen to use ShaderPlatformName and not ShaderFormat when naming their output files.
#rb Jack.Porter, Chris.Waters, Mihnea.Balta, Jason.Nadro
#jira UE-120561
#preflight 62c31f6fc9410537282296c6

[CL 20937870 by Florin Pascu in ue5-main branch]
2022-07-04 19:06:33 -04:00
Florin Pascu
09cb19fcfd Backout 20871665 to fix Mac cook
#rb none
#jira none
#preflight 62be0c68d94b57687c3ff309

[CL 20904999 by Florin Pascu in ue5-main branch]
2022-06-30 17:41:55 -04:00
Florin Pascu
d952341915 Temp-fix for non-Windows platforms
#rb Brandon.Schaefer
#jira none
#preflight none
#fyi  Brandon.Schaefer

[CL 20876249 by Florin Pascu in ue5-main branch]
2022-06-29 11:51:42 -04:00
Florin Pascu
1844e8e514 Changed ShaderArchive, GlobalShaderCache, ShaderDebugInfo and Autogen to use ShaderPlatformName and not ShaderFormat when naming their output files.
#rb Jack.Porter, Chris.Waters, Mihnea.Balta, Jason.Nadro
#jira UE-120561
#preflight 62bbf93ae353c20ac2361d94

[CL 20871665 by Florin Pascu in ue5-main branch]
2022-06-29 04:19:06 -04:00
christopher waters
22de0b360d Adding a "deprecation" path for engine includes to allow types to be moved without breaking licensee module builds.
- Non-engine modules/targets will have to specify the "version" of includes via IncludeOrderVersion in TargetRules or ModuleRules.
- This setting will control the value of UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_XXX where XXX is the version of the engine.
- When moving types out of a header, users will need to include the new location of the type in the header it was removed from but only if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_XXX is set.
- If a target does not change its IncludeOrderVersion to the latest version, UBT will print out a message telling users how to upgrade.
- This change introduces a new set of SharedPCH permutations to make sure modules with older versions get the PCH with UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_XXX set correctly.

#jira none
#rb jonathan.adamczewski, joe.kirchoff
#preflight 623e1d3d196f3ae80b4c37ee

[CL 19518359 by christopher waters in ue5-main branch]
2022-03-25 16:16:30 -04:00
lukas hermanns
ca37394cdc Fix parsing multi-entrypoint arguments for parameter "-entry" in SCW.
#rb Ryan.Vance
#preflight 61df5db86a076ddb5307313a
#jira none
#rnx

#ROBOMERGE-AUTHOR: lukas.hermanns
#ROBOMERGE-SOURCE: CL 18590895 in //UE5/Release-5.0/... via CL 18590921 via CL 18590937
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669)

[CL 18590955 by lukas hermanns in ue5-main branch]
2022-01-12 18:08:09 -05:00
arciel rekman
2a499437fe Change shader compression method to Oodle Selkie6 by default (UE-136845).
- Provides about 8% runtime memory savings (in local tests).
- Also, adds more compression types for shaders.
- Impact on the shader compilation (in SCWs) seems to be negligible in local tests.

#rb Devin.Doucette, Charles.Bloom
[REVIEW] [at]Devin.Doucette, [at]Charles.Bloom, [at]Jason.Nadro
#jira UE-136845

#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 18502862 via CL 18503105 via CL 18503112 via CL 18505939 via CL 18505950
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18505961 by arciel rekman in ue5-release-engine-test branch]
2022-01-04 00:58:30 -05:00
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
arciel rekman
e10b7aa5d0 Shader compiler improvements.
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]
2021-09-07 15:49:28 -04:00
guillaume abadie
3f0a1b9fb2 Allows SHADER_USE_PARAMETER_STRUCT() to submit all shader parameters in a single RHISetShaderParameter()
#rb yuriy.odonnell
#preflight 611d572d9db7df000134eb13

#ROBOMERGE-SOURCE: CL 17222098 via CL 17222140
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17222165 by guillaume abadie in ue5-release-engine-test branch]
2021-08-18 16:56:25 -04:00
danny couture
f5eb0e7181 Remove crash reporter thread from shader compiler as -nocrashreports was used anyway
#rnx
#rb Arciel.Rekman
#preflight 60fe98792882e40001e7abda

#ROBOMERGE-SOURCE: CL 16954704 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16954742 by danny couture in ue5-release-engine-test branch]
2021-07-26 07:53:26 -04:00
christopher waters
83f70197d3 Tessellation Removal: Removing RHI Hull/Domain shader types and enums.
#rb lukas.hermanns
#jira UE-94564
#preflight 607f2e11eb4f050001d4655e

[CL 16066223 by christopher waters in ue5-main branch]
2021-04-20 17:00:25 -04:00
christopher waters
874ec853a4 Filling a few gaps in Mesh shader support. Adding ShouldCompilePermutation support to shader pipeline types to guard against unsupported shader types.
#jira none
#rb arciel.rekman
#preflight 60773f1c3f280e0001331ab8

[CL 16012256 by christopher waters in ue5-main branch]
2021-04-14 17:05:02 -04:00
Arciel Rekman
cb6096f6ad Do not downprioritize XGE tasks, also print more info.
#rb none
#jira none
#rnx

#ushell-cherrypick of 15905787 by Arciel.Rekman

[CL 15906219 by Arciel Rekman in ue5-main branch]
2021-04-02 18:08:14 -04:00
Arciel Rekman
6423aaf503 SC: make XGE SCWs non-local, lower their priority, and other changes.
- Increased the number of jobs per XGE worker to reduce the number of times we start them. Since XGE SCWs aren't used for latency-critical jobs, this is expected to not cause user-visible delays.
- Added an ability to detect a hung distributed controller (but the build would be currently broken anyway as the jobs aren't reissued).
- Added a check for XGE system service running to avoid attempting to launch XGE on machines without it.
- Removed the code to even attempt to launch XGE XML interface.
- Also added some more logs about what's happening, and reduced the job cache verbosity.

#rb Jason.Nadro, Ben.Ingram, Danny.Couture
#jira none

#ROBOMERGE-OWNER: Arciel.Rekman
#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 15878601 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
#ROBOMERGE-CONFLICT from-shelf

[CL 15878696 by Arciel Rekman in ue5-main branch]
2021-03-31 14:15:12 -04:00
arciel rekman
d86c6b0df1 Replace "UE4" with UnrealEditor in SCW error message.
#rb none
#jira none
#rnx

#ROBOMERGE-SOURCE: CL 15746917 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)

[CL 15750774 by arciel rekman in ue5-main branch]
2021-03-19 16:20:32 -04:00
Guillaume Abadie
a9e3103abb Fixes crash in shader compile worker due to RDG_BUFFER_ACCESS that doesn't have a shader type
#rb none

[CL 15718481 by Guillaume Abadie in ue5-main branch]
2021-03-17 03:17:06 -04:00
Guillaume Abadie
51824a3a5f Pipedown FShaderParametersMetadata to the shader compile worker
#rb yuriy.odonnell

[CL 15714856 by Guillaume Abadie in ue5-main branch]
2021-03-16 16:19:23 -04:00
Arciel Rekman
d3250fc6f9 Make shader compression a project setting and move to SCWs (UE-73155).
#rb Jason.Nadro, Lukas.Hermanns
[at]Jason.Nadro, [at]Ben.Ingram, [at]Arne.Schober, [at]Rolando.Caloca, [at]Lukas.Hermanns, [at]Danny.Couture
#jira UE-73155
#preflight 604a640053f17f0001953558

#ROBOMERGE-OWNER: Arciel.Rekman
#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 15680314 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)
#ROBOMERGE-CONFLICT from-shelf

[CL 15683639 by Arciel Rekman in ue5-main branch]
2021-03-11 21:19:35 -04:00
danny couture
4e05bf7e86 Remove 8 Above Normal IO threads in each shader workers by using -nothreading flag
- This helps with overall system responsiveness when many shader workers are spawned at the same time

#rb Arciel.Rekman

[CL 15580762 by danny couture in ue5-main branch]
2021-03-03 07:52:18 -04:00
Marc Audy
9753392e2b Merge UE5/RES CL# 15462083 to UE5/Main
This represents UE4/Main @ 15414221

[CL 15463811 by Marc Audy in ue5-main branch]
2021-02-18 18:13:28 -04:00
Josh Adams
b0e4357576 - UBT Code changes to remove 32-bit Windows support (C++ code for 32-bit still exists)
#rb marc.audy (concept, not each file)

[CL 15265424 by Josh Adams in ue5-main branch]
2021-01-31 15:09:58 -04:00
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
Marc Audy
50a3d7d368 Merge Release-Engine-Staging to Main @ CL# 14467590
This represents UE4/Main @ 14432125 + some cherrypick fixes

[CL 14468207 by Marc Audy in ue5-main branch]
2020-10-09 22:42:26 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00