These were not actually enabled at the moment as the cvar was also specified in ConsoleVariables.ini.
Comment the definition in ConsoleVariables.ini (the global default is already 0) which is more in line with how other variables are specified.
Remove the definition from the window ini file until we can resolve remaining issues with SM5 shaders.
#rnx
[CL 33499495 by chris kulla in ue5-main branch]
This only applies to global shaders for now and is done only for one platform to gauge the impact and minimize disruption for platforms which not everyone has installed or can test easily.
[CL 33306282 by chris kulla in ue5-main branch]
Add basic DX12 Work Graph support.
For this first pass there is no exposed RHI functionality for directly dispatching a work graph. Instead shader bundles have been extended to support a work graph based implementation.
Nanite compute materials now can use work graph shader bundles on D3D12 when r.Nanite.AllowWorkGraphMaterials and r.Nanite.Bundle.Shading are both set. Both of these default to off at the moment.
Also DataDrivenPlatformInfo now expose bSupportsWorkGraphs. This is false everywhere, but will be enabled for D3D12_SM6 as soon as we have the latest DXC shader compiler with lib_6_8 support submitted.
#rb Kenzo.Terelst, Yuriy.ODonnell
[CL 32196717 by jeremy moore in ue5-main branch]
While the mobile team wants to keep independent samples disbaled for PCD3D_ES3_1, it makes sense to move this as a platform dependent feature into the DDSPI configuration.
#rb brian.white, christopher.waters, Yuriy.ODonnell
[FYI] Dmitriy.Dyomin, Carl.Lloyd
#rnx
[CL 31764896 by laura hermanns in ue5-main branch]
- Some static variables made it tricky, so added some support to make it simpler on users of the static variables
#rb David.Harvey
[CL 31431441 by josh adams in ue5-main branch]
- D3D12 PC Bindless needs descriptor heaps managed on the CPU; we cannot update them on the GPU timeline.
- Each context now has a FD3D12ContextBindlessState that contains the per-context GPU descriptor heap as well as descriptor rollbacks to apply to the heap before submission.
- We have to roll descriptors back to their values before the incoming view updates were applied so that we can leverage the CPU heap copy at all times. This isn't deferring the updates; it's storing the values before the updates and making sure the heap is used with those values.
- When a context encounters a draw/dispatch and there were any descriptor updates, the previously used heap is updated with the correct set of descriptors before a new heap is created for the subsequent draws/dispatches.
Additional changes
- Allowing RHIs to override FRHITextureReference for custom bindless implementations.
- Adding FRHIDescriptorAllocator::GetAllocatedRange to allow managers to find the smallest range of descriptors that need to be copied to new heaps.
- DescriptorCache now holds reference counted pointers to the bindless heaps to avoid potential use after free scenarios.
- Adding ED3D12DescriptorHeapFlags to mirror D3D12_DESCRIPTOR_HEAP_FLAGS while adding new flags.
- Adding ability to pool descriptor heaps to avoid high OS overhead when constantly allocating new ones.
- Pooling descriptor heaps required more descriptor heap managers to implement CleanupResources.
#jira UE-162014
#rb Luke.Thatcher
[CL 30183702 by christopher waters in ue5-main branch]