- never append the environment defines as commented code to the source used for further preprocessing/compilation; instead only append it to the debug USF
- strip comments after loading the debug usf in direct compile mode as some backends expect comments to have already been removed and the extra ones we add to the debug dump cause them to barf
- change all #if 0s in the debug usf to block comments instead so the above can strip them (said backends also don't like preprocessor directives left in the file)
#rb Jason.Nadro, rob.krajcarski
[CL 30161438 by dan elksnitis in ue5-main branch]
This flag was turned on if r.Nanite.AllowComputeMaterials was 1, without checking if Nanite is supported on the current platform. Old GPUs can't make UAVs for BGRA targets, so GBuffer creation failed.
[REVIEW] [at]yuriy.odonnell
#rnx
#rb yuriy.odonnell, derek.ehrman, mihnea.balta
#ushell-cherrypick of 30070638 by swarm
#localization none
#tests boot
#preferred_allowlister derek.ehrman
[FYI] juan.canada
[CL 30099997 by graham wihlidal in ue5-main branch]
- removed calling IPersistentViewUniformBufferExtension::BeginRenderView() from GatherRayTracingWorldInstancesForView()
#rb Jeremy.Moore, Sebastien.Hillaire
[CL 30077068 by tiago costa in ue5-main branch]
LFA parameter can are bound to base pass data. Project settings Cvars controls how to enable those settings.
[CL 30073379 by sebastien hillaire in ue5-main branch]
- move uniform buffer cleanup and dead stripping into ShaderPreprocessor module's PreprocessShader function
- add "required symbols" to compiler input struct to specify additional symbols to keep during minification aside from those specified by the entrypoint; modify API such that both an entry point string and additional symbols can be specified (to avoid each backend needing to manually parse the compound RT entry point string)
- make use of ModifyShaderCompilerInput in all backends to set additional defines and required symbols on input struct up front; only use the AdditionalDefines map in cases where it's actually necessary
- remove the various per-platform defines for enabling minifier, no longer required now that this has been rolled out for all backends
- fix SCW directcompile mode; this had rotted due to pieces of the FShaderCompilerEnvironment having been added that weren't explicitly serialized to either cmdline or in the shader source. this now serializes as a base64 string written inside the USF containing all portions of the environment required for compilation (using the same serialization function as is used to write/read the SCW input file)
- use a debug flag for indicating we're in "direct compile" mode and should load the debug USF off disk, rather than the poorly named "bSkipPreprocessedCache" (this name is both inaccurate and also confusing due to the addition of the preprocessed job cache)
- modify platform "force wave32" mechanism to use a pragma directive to set a compiler define, instead of doing string replacement in the preprocessed source
- add a view version of the RT entrypoint parsing to use in preprocessing, note that other paths still need to construct fstrings due to further manipulation so keeping the FString path around too
- clean up backends manually checking the "directcompile" cmdline arg
#rb christopher.waters, Yuriy.ODonnell
#rb Chris.Waters
#rb Laura.Hermanns
[CL 30023082 by dan elksnitis in ue5-main branch]
As a proof of concept, spline mesh scene resources have been adapted to use this new interface.
Also, as a bit of code clean-up, RVT rendering has been updated to use the renderer module's scene primitive rendering interface, and this interface updated to optionally not be tied to a single view family to accommodate RVT. This should help reduce the risk of breakage of RVT due to unifying the interface it employs with that of other such sources of rendering required that lie outside of standard scene rendering.
#rb Ola.Olsson
[CL 30018426 by jamie hayes in ue5-main branch]
- Also made it possible to update some other functions to only require FRHICommandListBase.
#rb Yuriy.ODonnell
[CL 29999933 by tiago costa in ue5-main branch]
* d3d12 / d3d11-editor are already using DXGI to check whether HDR is supported on the display.
* d3d11-cooked still relies on vendor extensions, but we propagate the information from FD3D11DynamicRHI::SetupDisplayHDRMetaData to GRHISupportsHDROutput. Because of that, we don't even call ChooseHDRDeviceAndColorGamut on vendors we do not support
Remove unnecessary check in EnsureColorSpace: it's valid to call CheckColorSpaceSupport with SDR
fix d3d11-cooked backbuffer format: both vendor extensions expect FP16 ScRGB, not HDR10 format
#rb eric.renaudhoude, mihnea.balta
#jira UE-200383 UE-168203
[CL 29955969 by benjamin rouveyrol in ue5-main branch]