Commit Graph

411 Commits

Author SHA1 Message Date
Tim Smith
7c44abf17f Improved notifications in the editor/game for live coding.
Added message that packaging can fail if assets reference new changes.

#rb
#rnx
#jira UE-115558
#preflight 60c39c8e8d00b80001b1e85f

[CL 16645001 by Tim Smith in ue5-main branch]
2021-06-11 14:48:25 -04:00
Tim Smith
2e72dd44b5 Fix new bug with LiveCodingConsole where it doesn't update UI during a compile.
#rb trivial
#rnx
#preflight 60c22147730f8a00016e2c95

[CL 16624311 by Tim Smith in ue5-main branch]
2021-06-10 11:53:07 -04:00
Tim Smith
39b145baa5 Starting with VS2019 16.10, we are getting multiple _valmd symbols in the object files. Changing to not generate any warnings about symbols in COMDATs.
#rb trivial
#rnx

[CL 16621980 by Tim Smith in ue5-main branch]
2021-06-10 08:48:47 -04:00
Tim Smith
33bff91361 If re-instancing is enabled in a process using LiveCoding, disable the "Quick Restart" button until we can resolve the issues.
#rb jonathan.adamczewski
#rnx
#jira UE-115743
#preflight 60c1136cb68c700001a25659

[CL 16613414 by Tim Smith in ue5-main branch]
2021-06-09 17:32:41 -04:00
Tim Smith
c21dd493c5 Fixed global delegate functions to support changes when doing live coding.
Fixed issue where changing a function signature in an interface wouldn't update nodes in a blueprint.
Changed the API of the deferred registry to be more inline with UE coding standards.

#rb ben.marsh phillip.kavan
#rnx
#jira UE-113662
#preflight 60c0c0fdc61264000190e16a

[CL 16606206 by Tim Smith in ue5-main branch]
2021-06-09 11:42:43 -04:00
Lukas Hermanns
b5aafce030 Dump preprocessed shader source in log on D3DCompile exception.
#rb Rolando.Caloca
#fyi Michal.Valient, Mihnea.Balta, Luke.Thatcher, Arciel.Rekman, Chris.Bunner
#jira UE-114967
#rnx

[CL 16518546 by Lukas Hermanns in ue5-main branch]
2021-06-01 14:24:07 -04:00
Lukas Hermanns
b7a50e1d3d Report error code and addresses on D3DCompile exception.
#rb Rolando.Caloca
#jira UE-114967
#rnx

[CL 16437813 by Lukas Hermanns in ue5-main branch]
2021-05-24 14:02:01 -04:00
David Harvey
1d41c2c202 Undo the refactor to allow Windows-based Platform extensions to specialize GenericWindowsTargetPlatform (CL 16329569).
Cannot easily specialize the specialization's config settings, so a different approach is required.

#jira UE-115613
#rb none
#rnx

[CL 16382731 by David Harvey in ue5-main branch]
2021-05-19 05:56:48 -04:00
David Harvey
2ae75e362a Windows-based Platform extentions can specialize GenericWindowsTargetPlatform, allowing access to all PC rendering features etc.
#jira UE-115613
#rb josh.adams
#rnx

[CL 16329569 by David Harvey in ue5-main branch]
2021-05-14 10:34:17 -04:00
Tim Smith
69a057a601 Fixing LiveCoding issue where multiple changes to properties could still result in crashes during editing and at exit time.
#jira UE-112720
#rb jonathan.adamczewski
#rnx
#preflight 609e59dc22cce00001cf19d9

[CL 16328393 by Tim Smith in ue5-main branch]
2021-05-14 07:44:02 -04:00
Arciel Rekman
d1e2a85fce Keep rewriting unused inputs until they stop changing (UE-115083)
- In a complex material, compiler may not be able to see through the code to discover all unused inputs.

E.g. first pass compilation says that input A is unused, but B and C are used. After we rewrite the code to remove A, the code is simpler and compiler is now able to see that B is also unused.

Since we pass the "used attributes" to the next stage, this creates a mismatch where vertex shader outputs only C, but pixel shader (rewritten based on the first pass results) expects B and C.

- The fixed code will check if the unused inputs changed, and if so, will go back and rewrite the code based on a more complete info.

- This fixes a bug that JonL ran into for which I haven't yet created a JIRA (will do before checkin).

#rb Ben.Ingram, Rolando.Caloca, Jason.Nadro
#review @Lukas.Hermanns, @Rolando.Caloca, @Ben.Ingram, @Jason.Nadro, @Kevin.Ortegren
#jira UE-115083

[CL 16312596 by Arciel Rekman in ue5-main branch]
2021-05-13 10:21:33 -04:00
Yuriy ODonnell
aa9e6a0c41 Added a basic implementation of assert in shaders for D3D12. Requires SM6 support which can be enabled through r.D3D12.AllowShaderModel6=1.
Example usage in a shader:

PLATFORM_ASSERT4(GroupThread > 4321, 0xDF7DC903, GroupThread, GroupIndex, GroupBase, asuint(123.456f));

Example GPU crash report output:

LogD3D12RHI: Error: [GPUBreadCrumb] Last tracked GPU operations:
LogD3D12RHI: Error: [GPUBreadCrumb]	3D Queue 0 - Begin: Frame 348 - Scene - ReflectionIndirect - RayTracingReflections - RayTracingDeferredReflectionsShade 957x466
LogD3D12RHI: Error: [GPUBreadCrumb]	Shader assertion failed! ID: 0xDF7DC903
LogD3D12RHI: Error: [GPUBreadCrumb]	Payload  [int32]: 416 42 172032 1123477881
LogD3D12RHI: Error: [GPUBreadCrumb]	Payload [uint32]: 416 42 172032 1123477881
LogD3D12RHI: Error: [GPUBreadCrumb]	Payload    [hex]: 0x000001A0 0x0000002A 0x0002A000 0x42F6E979
LogD3D12RHI: Error: [GPUBreadCrumb]	Payload  [float]: 0.000000 0.000000 0.000000 123.456001

This works through automatic diagnostic buffer binding in D3D12 RHI, which becomes available in *any* shader as a UAV.
Opens the door for arbitrary human-readable message output from any shader in the future.

PLATFORM_ASSERT macro is always enabled and available on supported platforms. It is intended to be a low-level mechanism for a higher-level check() that would be controlled via CVars.

#rb Christopher.Waters

[CL 16167404 by Yuriy ODonnell in ue5-main branch]
2021-04-30 08:37:35 -04:00
Tim Smith
de9adfe9b0 Fix NonUnity build
#rb trivial
#rnx

[CL 16122938 by Tim Smith in ue5-main branch]
2021-04-27 06:40:20 -04:00
Tim Smith
5fb833c5c1 Added support for more arbitrary property changes to live coding.
1) Changed the pre/post compile notifications from module notifications to process commands.
2) Added server command to notify that we want re-instance patching (two phase)
3) Added support for two phase patching to enable re-instancing without all the limitations.
4) Added a null CDO check for old blueprint classes (approved by Phillip)

#rb ben.marsh
#rnx
#preflight 6086e3481046fb000183c2d4

[CL 16115620 by Tim Smith in ue5-main branch]
2021-04-26 12:49:25 -04:00
rob krajcarski
edf0afd436 Move D3DShaderCompiler fatal error over UAV counts to a shader compiler error.
#jira none
#rb lukas.hermanns

[CL 16074451 by rob krajcarski in ue5-main branch]
2021-04-21 11:31:10 -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
graham wihlidal
b841d3cb41 Added shader compiler support for [noinline] where available. Informs compiler we want a subroutine created, which can be used to decrease register pressure in certain situations. Code is kept separate, and a set number of registers are used on each call. Should only be used with extensive profiling, as the default inlining behavior is usually best.
DXIL:  https://github.com/microsoft/DirectXShaderCompiler/blob/master/tools/clang/test/HLSLFileCheck/hlsl/functions/attribute/noinline.hlsl
SPIRV: https://www.khronos.org/registry/spir-v/specs/unified1/SPIRV.html (DontInline)

Shader code can now use NOINLINE, and also test if it maps to something useful with COMPILER_SUPPORTS_NOINLINE

#rb yuriy.odonnell
[FYI] rune.stubbe, brian.karis
#jira UETOP-1088
#lockdown nick.whiting

#ROBOMERGE-SOURCE: CL 16019442 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v789-15992632)

[CL 16022532 by graham wihlidal in ue5-main branch]
2021-04-15 12:09:16 -04:00
Marc Audy
01b7c9f4f5 Merge UE5/RES @ 15958325 to UE5/Main
This represents UE4/Main @ 15913390 and Dev-PerfTest @ 15913304

[CL 15958515 by Marc Audy in ue5-main branch]
2021-04-08 14:32:07 -04:00
graham wihlidal
7b6ec4d476 Work in progress support for D3D12 Shader Model 6.6, specifying validator version, and workarounds to disable validation/signing until validator v1.6 is available that supports the 6.6 profile (requires developer mode and experimental features).
Disabled by default (guarded by USE_SHADER_MODEL_6_6).

Includes work done by Yuriy.

#rb yuriy.odonnell
#fyi brian.karis, christopher.waters, lukas.hermanns

[CL 15914077 by graham wihlidal in ue5-main branch]
2021-04-05 04:40:52 -04:00
Tim Smith
737ad605ed Fixing Clang warnings in LiveCoding
#rb devin.doucette
#jira UE-112494

[CL 15877566 by Tim Smith in ue5-main branch]
2021-03-31 13:00:20 -04:00
halfdan ingvarsson
e5c856c8c9 Instead of relying on non-conflict with library-provided wmemchr, just re-implement std::wstring::find on top of wcsstr for clang 11.0 on Windows only.
#jira none
#rb tim.smith
#rnx

[CL 15860653 by halfdan ingvarsson in ue5-main branch]
2021-03-30 09:03:46 -04:00
tim smith
1f6c785bcf Removed references to UE4 in Epic modifications
#rb none
#jira UE-111726

#ROBOMERGE-SOURCE: CL 15852110 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15852982 by tim smith in ue5-main branch]
2021-03-29 13:42:59 -04:00
tim smith
238c0372a1 Removing UE4 from code
#rb none
#jira UE-111710

#ROBOMERGE-SOURCE: CL 15852066 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15852981 by tim smith in ue5-main branch]
2021-03-29 13:42:53 -04:00
Tim Smith
5dc30d2303 Adding the ability to disable re-instancing when doing live coding.
Will be disabled until blueprint issues are resolved.

#rb trivial

[CL 15851149 by Tim Smith in ue5-main branch]
2021-03-29 10:54:06 -04:00
halfdan ingvarsson
c8d619d990 Workaround for a bug in clang-cl 11.0 when building in C++17 mode, where __builtin_wmemchr is not implemented.
#jira none
#rb tim.smith
#rnx

[CL 15850274 by halfdan ingvarsson in ue5-main branch]
2021-03-29 09:23:17 -04:00