TPS doesn't need SDK and will be used to get info about the platform
TPC requires SDK
AndroidTP has been converted to the new system
#jira UE-200883
#rb Jack.Porter
[CL 30963885 by florin pascu in ue5-main branch]
The DBuffer layout and most code is the same as for the desktop renderer.
Added new CVar r.Mobile.DBuffer so that is disabled by default. DBuffer for the SM5 renderer on mobile is enabled by default.
#rb Dmitriy.Dyomin, Sebastien.Hillaire
[CL 28598190 by florian penzkofer in ue5-main branch]
* Add IsCompressed() to FRHIRayTracingGeometry.
* If BLAS is compressed it will trigger a build that will do the decompression.
* Controlled by target platform setting "Enable Static Mesh Offline BVH Compression"
* Enabled by default.
#jira UE-146162
#rb yuriy.odonnell
[CL 26559972 by aleksander netzel in ue5-main branch]
[OverrideSDK]
SDKVersion=x.y.z
and AutoSDK, or anything using GetMainVersion(), would use that version string instead
- If multiple targets are built in one run of UBT/UAT, it will error out because there is no support to switch SDKs (and builds happen in parallel, etc)
- This is not a complete solution, because it can cause problems with shared tools like ShaderCompileWorker, when different projects are on different SDKs and they have one SCW to share
- Renamed GetMainVersion to GetMainVersionInternal(), and wrapped that in a new non-vitual GetMainVersion() that calls GetMainVersionInternal() (and handles the ini overrides)
#rb david.harvey,dave.barrett
#jira UE-185364
#preflight 647a12e7b0670733186c928e
[CL 25767233 by josh adams in ue5-main branch]
- Without doing this the found formats might not contain the format leading to a crash when compiling with the VVM
#rb Dan.Elksnitis
#jira UE-185063
#rnx
#preflight 645405e8023fe5d3ad3fbb52
[CL 25343124 by Stu McKenna in ue5-main branch]
#preflight 641c21eeec01de16647b08f0
#rb john.huelin, wojciech.krywult
RESOLUTION: fixed conflict with new "impl" method
[CL 24762328 by gwennael arbona in ue5-main branch]
#jira UE-159832
#rb Aaron.mcleran Phil.Popp Dan.Thompson Josh.Adams
#preflight 62d260033c3df323907eaa93
[CL 21153330 by jimmy smith in ue5-main branch]
* Add ITargetPlatform::GetRayTracingShaderFormats(), with default implementation that falls back to GetAllTargetedShaderFormats() if HWRT is enabled for a platform
* Override GetRayTracingShaderFormats() for TGenericWindowsTargetPlatform to return only enabled D3D12 and VK shader formats (excluding D3D11)
* Use GetRayTracingShaderFormat() and UsesRayTracing() to configure GRayTracingPlaformMask (the mask contains one bit per shader platform)
Previously all bits of GRayTracingPlaformMask were set if project uses ray tracing, then shader platform bits were disabled for all possible shader formats for platforms that don't support ray tracing.
If SM5 was disabled for D3D12, ray tracing shaders would still get compiled for it because the corresponding bit was still set in GRayTracingPlaformMask.
With this change, SM5 bit will no longer be set in GRayTracingPlaformMask in the editor if it is disabled for D3D12 RHI for the project, so ray tracing shaders won't be compiled.
When running a packaged build, GRayTracingPlaformMask is now set to 0 or 1 based on global project setting (r.RayTracing) and whether the current machine+RHI supports ray tracing.
#rb christopher.waters, jason.nadro
#preflight 62bd0dea3f0d6beee259b636
#ROBOMERGE-AUTHOR: yuriy.odonnell
#ROBOMERGE-SOURCE: CL 20897852 via CL 20898485 via CL 20899239
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)
[CL 20901755 by yuriy odonnell in ue5-main branch]
* Removed deprecated or dead code paths
* Simplified build system setup for physics support
* Deprecated build system flags and unsupported macros
#jira none
#rb Chris.Caulfield, Kriss.Gossart
#preflight 62963ec0fe779f23c8ea0c5e
[CL 20450744 by Benn Gallagher in ue5-main branch]
Fix ASTC HDR support
Fix up ASTC & ISPC texture formats a bit
#preflight 628cedc7347b7778b6b8745e
#rb jon.olick,fabian.giesen
[CL 20348873 by charles bloom in ue5-main branch]
GetAllTextureFormats is only used by COTF for version checking
could deprecate then remove it entirely
#rb none
#preflight 62797695e02e157f3e6a021b
[CL 20110473 by charles bloom in ue5-main branch]
do Invalidate in your constructor so you are valid after LoadModule
in case someone tries to Load TextureFormatManager and use it other than TargetPlatform
mutex protect thread access
fixes TBW broken by previous CL on TextureFormatManager
#preflight 6269c22f4510fc7faaf8c8aa
#rb zousar.shaker
#ROBOMERGE-AUTHOR: charles.bloom
#ROBOMERGE-SOURCE: CL 19949335 via CL 19949395 via CL 19949397
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19952589 by charles bloom in ue5-main branch]
fix RHI upload of textures that are multiple of 4 in top mip but not in lower mips
dont pad CompressedImage sizes, store true size
clean up Texture size limits and VT conditions
better default settings for texture import
clean up initialization order of TextureFormatManagerModule
#preflight 6250814a11261bc7b23d8f4b
#rb fabian.giesen,julien.stjean
[CL 19693287 by charles bloom in ue5-main branch]