- Plugins that we have cooked with the build will not get their own libraries due to the way the cooker works (all content is cooked at once).
- Do not open any plugins as chunked. Rationale: DLC plugins have chunking turned off (extra code added to validate this), whereas baked-in plugins will not have a separate shader library and will not go through that route.
- Also, do not attempt to load iterative shader library or discover libraries on disk in Test - this is a development feature, whereas Test is used for perf metrics.
#rb Dan.Elksnitis, Eric.Knapik, Justin.Marcus, Daniel.Lamb
[REVIEW] [at]Dan.Elksnitis, [at]Eric.Knapik
[CL 29366205 by arciel rekman in ue5-main branch]
- New asset associations for already-encountered shadermaps were not being sent to the cook director from the workers,
since the shadermap wasn't new.
- Now the workers will send all encountered shadermaps after the last send (but not their shader code), so new assets that share the same shadermap are known to the director.
#rb Matt.Peters, Dan.Elksnitis
[REVIEW] [at]Matt.Peters, [at]Dan.Elksnitis
[CL 29202154 by arciel rekman in ue5-main branch]
Suppress warnings about stable shaders cooked previously that were also cooked in the current cook but have a modified value. Instead, silently ignore the previously cooked value for the shaders.
#rnx
#rb Laura.Hermanns, Eric.Knapik, Dan.Elksnitis
[CL 27320516 by matt peters in ue5-main branch]
Fix an issue where intermediate shader dirs were not being cleand up at the start of a full cook.
Fixed an issue where chunked shader libraries were not loaded from a previous cook resulting in shaders missing.
[REVIEW] [at]Matt.Peters, [at]Dan.Elksnitis [at]Jason.Nadro
[CL 27259503 by eric knapik in ue5-main branch]
Add a new engine function to union shader byte code made from different engine cooks
New funciton takes in multiple meta data directories and writes to a desired directory
[REVIEW] [at]Arciel.Rekman [at]Matt.Peters [at]Arturo.Colorado
[CL 26934636 by eric knapik in ue5-main branch]
- Add an optional param to OpenLibrary to not look for shader lib chunks (because there's strong thread contention surrounding FMountedPakFileInfo::KnownPakFilesAccessLock)
- Removed reading of shared-cooked override since that feature is obsolete
#rb Arciel.Rekman
#rnx
[CL 26815876 by dave belanger in ue5-main branch]
Add the argument to many but not all callsites.
#jira FORT-578919
#rnx
#rb Devin.Doucette
#preflight 6414ca9d691c5ebc15b30410
[CL 24696053 by Matt Peters in ue5-main branch]
- Fastcook disables chunking of the game content, so when a DLC is cooked against it and its content is split according to regular chunk IDs, the game can no longer find the shader libraries (that get chunk-specific names). To remedy this, chunking of the DLC shader libraries is disabled, especially given that currently the actual DLC pak file isn't split into chunks (if and when it becomes so, we will reconsider).
- Also improved logging to better understand how the libraries are getting opened, given the multitude of possibilities.
#rb Jason.Nadro
[REVIEW] [at]Jason.Nadro
#preflight 63f6ec877064074bd8e15684 , also 63f79cfdef1b24bf940d3624
[CL 24397829 by arciel rekman in ue5-main branch]