- each platform compilation request is now wrapped in __try/__except rather than a single exception handling block at the top level of the worker; this allows us to log an exception (with callstack) as a compilation error and continue the batch
- remove SEH code from ShaderConductorContext, the above makes this redundant (and it didn't provide any actionable information)
- strip down SEH code in D3DShaderCompiler; now only used for the purposes of pre-compiling with DXC in the case of an FXC crash. dumping preprocessed source will be handled in a different manner in a forthcoming CL
- minor change in the DXC precompile path to not log an unnecessary warning when performing an explicitly-requested DXC precompile
#rb Jason.Nadro
#rb Laura.Hermanns
#rb Yuriy.ODonnell
#preflight 63514c798176062ea73acb41
#jira FORT-524383
[CL 22654436 by dan elksnitis in ue5-main branch]
- Making ConstantBufferType a constructor only argument. This removes the duplicated logic of calling ShouldUseStableConstantBuffer.
- Moving ShouldUseStableConstantBuffer to ShaderCompilerCommon.
- Made UE::ShaderCompilerCommon::ParseParameterType array arguments const
#jira UE-166341
#rb Guillaume.Abadie
#preflight 634eeceea1527f6b3bda9ff0
[CL 22608320 by christopher waters in ue5-main branch]
- Adding better support for resources that have multiple template arguments (Texture2DMS<float4,2>, etc).
- Requires typedef'ing all Resource types to avoid their extra comments being given to our AUTO_BINDLESS macros
- Adding support for globallycoherent
- Reworked BindlessConversionType to use its own enum.
#jira UE-166341
#rb guillaume.abadie, elizabeth.baumel
#preflight 633f2bde587d6afac82007e4
[CL 22383098 by christopher waters in ue5-main branch]
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.
#jira
#preflight 631e281694758d0bf2ea1399
[CL 21960082 by bryan sefcik in ue5-main branch]
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21064294 by bryan.sefcik
#jira
#preflight 62d5c2111062f2e63015e598
#ROBOMERGE-OWNER: bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21155249 via CL 21158121 via CL 21161259
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21182053 by bryan sefcik 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]
Changed ShaderArchive, GlobalShaderCache, ShaderDebugInfo and Autogen to use ShaderPlatformName and not ShaderFormat when naming their output files.
#rb Jack.Porter, Chris.Waters, Mihnea.Balta, Jason.Nadro
#jira UE-120561
#preflight 62c31f6fc9410537282296c6
[CL 20937870 by Florin Pascu in ue5-main branch]
- Adding support for bindless resources/samplers. The loose resources have to be wrapped in a macro that generates an index and proxy resource when bindless is enabled. Reflection has to parse these differently from other resources since they're parsed as uint parameters. The runtime also has to bind these differently since they end up needing to find their real resource in the binding data and then update a constant buffer.
- To assist in conversions, the shader compiler will detect if a shader is compiled with both bindless and non-bindless resources/samplers and will emit errors if that is the case.
- Adding support for bindless Uniform Buffer resources/samplers. Because Uniform Buffers aren't per-shader, they'll always update their constants with the bindless indices of their resources.
- Adding more flags to FShaderCodePackedResourceCounts required changing all the array initializations to individual parameters since not all the new flags are used everywhere.
- No shaders have been configured to support bindless resources/samplers. Yet.
#jira UE-139616
#rb zach.bethel, arciel.rekman
#preflight 6282b8ec44349a6581a21a39
[CL 20250348 by christopher waters in ue5-main branch]