The engine uses GRayTracingPlaformMask to compute ShouldCompilePermutation() for shaders. This is filled based on platform settings and capabilities when running the editor. When running a standalone game, the mask is filled purely based on whether ray tracing is enabled for the project (r.RayTracing) and the current runtime environment supports it (GRHISupportsRayTracing).
The new CVar is meant to be consistent between the cook time and run time. This is achieved by setting GRHISupportsRayTracing=false when running on SM5 if r.RayTracing.RequireSM6 is 1.
#rb christopher.waters
#preflight 631f8c8680642a7fa783ca18
#jira UE-163012
[CL 21971785 by Yuriy ODonnell in ue5-main branch]
When D3DCOMPILE_SKIP_OPTIMIZATION is set, none of the other D3DCOMPILE_OPTIMIZATION_LEVEL flags are set. Given that D3DCOMPILE_OPTIMIZATION_LEVEL1 is "0", this always forced debug shader builds to be compiled with "/Od /O1".
The fix is to ignore the other flags when D3DCOMPILE_SKIP_OPTIMIZATION is set.
#jira none
#rb massimo.tristano, mihnea.balta
#preflight 630e1989e54ec9d581800a92
[CL 21701349 by christopher waters 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]
- RHISupportsMultiviewport made to work on relevant shader platforms.
- RHISetStereoViewport implemented
- Unused outputs removal fixed to always consider viewport index used.
- Renamed confusing terminology (multiview -> multiviewport).
- Added a CVar (vr.MultiViewport) to force disable
- Added a canvas output to know the method in non-Shipping
#jira UE-151349
#review @Robert.Srinivasiah, @Jules.Blok, @JeanNoe.Morissette
#rb Robert.Srinivasiah, Jules.Blok, Chris.Waters
#preflight 62d193c43b057e727491c9d2
[CL 21153050 by Arciel Rekman in ue5-main branch]
* RT shaders are still excluded from SM5 if project is configured to not cook SM5 shaders for D3D12
#rb chris.kulla
#jira UE-158270
#preflight 62d1d478e468fcfd0b97d55a
[CL 21117293 by Yuriy ODonnell in ue5-main branch]
- Refactoring FShaderParameterParser to use more string views since we can rely on OriginalParsedShader not changing.
- Split FShaderParameterParser::ParseAndMoveShaderParametersToRootConstantBuffer into smaller functions
- Moving FShaderParametersMetadata::IterateShaderParameterMembers into the only module it's used in, ShaderParameterParser.cpp
- Adding CFLAG_BindlessResources which will be set when ENABLE_BINDLESS_RESOURCES is set
- Adding CFLAG_BindlessSamplers which will be set when ENABLE_BINDLESS_SAMPLERS is set
- Adding resource/sampler detection and conversion to bindless in FShaderParameterParser
#jira UE-139616
#rb guillaume.abadie, jeannoe.morissette, yuriy.odonnell, laura.hermanns
#preflight 62d180cce468fcfd0b7001a0
[CL 21111994 by christopher waters in ue5-main branch]
* This is necessary because some (pre UE 5.1) projects use this instead of D3D12TargetedShaderFormats, etc.
#rb jason.nadro
#jira UE-158270
#preflight 62c47a332f31b87c6c91fb52
#ROBOMERGE-AUTHOR: yuriy.odonnell
#ROBOMERGE-SOURCE: CL 20947047 via CL 20947122 via CL 20947433
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)
[CL 20950739 by yuriy odonnell in ue5-main branch]