- add new IShaderFormat API for separate preprocessing and compilation; backends can implement one or the other depending on the return value of SupportsIndependentPreprocessing
- add support for executing preprocessing in the cook process prior to job submission and constructing job input hashes based on preprocessed source (and a subset of the environment used as compile inputs). controlled by a cvar for now and disabled by default
- add a BaseShaderFormat class in ShaderCompilerCommon which implements common behaviour for output of debug data - note this function is only called for formats which support independent preprocessing, so is expected to be used only by formats which have been converted to use this API
- add new cvars for output of some additional shader debug data - 1. a txt file containing the input hash a.k.a. job cache key 2. a text file containing all diagnostic messages (errors and warnings) for the job
- minor change to how input hashes are constructed for pipeline jobs - sum hashes as 256-bit ints instead of adding to a buffer and re-hashing. faster and simpler, and also more collision resistant (sum of two well distributed hashes equally well distributed)
#rb Jason.Nadro
#rb Yuriy.ODonnell
#preflight 64512c88c86798f650b953d3
[CL 25317218 by dan elksnitis in ue5-main branch]
- Remove shader platform specific info from uniform buffers, we can generate code with macros that translates to what each platform needs.
- With the per-platform differences removed, uniform buffer declarations (read: generated text) can be created once per shader parameter type that needs them instead of once per shader type's shader parameter type usage.
- FShaderType and FVertexFactoryType now hold a TSet of used uniform buffer names instead of a TMap that held potentially duplicated FStrings of uniform buffer defintions.
- Lists of uniform buffers are *potentially* different per platform, so the annoying CachedUniformBufferPlatform variables need to stick around for now.
- GenerateReferencedUniformBuffers renamed to GenerateReferencedUniformBufferNames and now populates a TSet instead of a TMap.
- ShaderType::AddReferencedUniformBufferIncludes renamed to ShaderType::AddUniformBufferIncludesToEnvironment which calls the shared UE::ShaderParameters::AddUniformBufferIncludesToEnvironment.
- CreateUniformBufferShaderDeclaration moved to UE::ShaderParameters::CreateUniformBufferShaderDeclaration and now returns its FString.
- CacheUniformBufferIncludes was removed since it was only populated values from CreateUniformBufferShaderDeclaration.
- Deprecated FShaderCompilerInput::SourceFilePrefix since nothing has populated it in 9 years.
#jira none
#rb dan.elksnitis, yuriy.odonnell
#preflight 63643e5ff233f06a127c11c1
[CL 22988611 by christopher waters in ue5-main branch]
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]
- Defines will still be there if we're dumping the shader code for debug.
- This makes the code less unique in general case and also avoids unnecessary works that no one sees.
#rb Lukas.Hermanns
[FYI] Lukas.Hermanns, Rolando.Caloca
#ROBOMERGE-SOURCE: CL 11311362 via CL 11311438
#ROBOMERGE-BOT: (v653-11302973)
[CL 11311455 by arciel rekman in Main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870584 by ryan durand in Main branch]
#jira UE-80424
#rb None
[FYI] Lukas.Hermanns
#ROBOMERGE-SOURCE: CL 10108886 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v586-10095595)
[CL 10108946 by jack porter in Main branch]