Significantly improves RTPSO creation performance when loading new shaders into an existing large scene.
#jira UE-72847
#rb yuriy.odonnell
[FYI] yuriy.odonnell
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: juan.canada
#ROBOMERGE-SOURCE: CL 6265044 in //UE4/Release-4.22/... via CL 6317332
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 6349974 by juan canada in Dev-VR branch]
In base vertex and pixel shader pass, uniform variable OutputVelocityBuffer is tested to ouput or not velocity data
Configurable per project and/or per platform (r.BasePassOutputsVelocity)
#rb krzysztof.narkowicz
[FYI] anthony.bills
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: mickael.gilabert
#ROBOMERGE-SOURCE: CL 5810274 via CL 5813280 via CL 5813281
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 5844314 by mickael gilabert in Dev-VR branch]
Manual merge of CL 4940744 because robomerge had issues.
Original Description:
Merging //Fortnite/Dev-Kairos to Main (//Fortnite/Main)
Getting ready for Install Bundle Manager merge to main. These are Engine/Core fixes
4440445
Fix FBuildPatchInstaller::Initialize() failing for manifests that did not include the empty tag.
#jira no jira
#rb Leigh.Swift
4474598
Add Android Macros to disable optimization
Fix Android directory iteration for OBBs. FindFilesRecursive() now works.
#jira UEATM-177
#rb Chris.Babcock
4487221
Android file - When mounting an OBB, fix possibly mounting directories as files.
#rb Chris.Babcock
4511214
Fix Android directory iteration not returning the visitor result. This would cause IPlatformFile::FindFilesRecursively() to prematurely end iteration.
#rb Chris.Babcock
4670945
Fix GetVarArgs format specifier off by 1 error. These would only show up if you had the format specifier at the end of the format string and only with 'l' and not 'll'. In that case the code would walk off the end of the format string, usually into another static string.
Fix GetVarArgs to never walk off the end of the format string.
#rb [at]ben.ziegler
4746778
Fix FShaderCodeEntry ref counts being off by one.
This bug was exposed because [Project Name Redacted] doesn't load shaderlibs or the PSO cache until well after engine init. That means some FShaderResource's are loaded before shader libs or PSO cache and FShaderCodeLibrary::RequestShaderCode() can fail in FShaderResource::SerializeShaderCode().
#rb [at]Gil.Gribb [at]Chris.Babcock
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: justin.marcus
#ROBOMERGE-SOURCE: CL 4948018 in //UE4/Main/...
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 5026240 by justin marcus in Dev-VR branch]
- This can be overriden per platform in the [ShaderCompiler] section of the platform's Engine.ini by adding "r.Shaders.KeepDebugInfo"
- Also add in support for exporting the debug info on platforms where it can be stripped and stored as separate files ("r.Shaders.ExportDebugInfo") and this is also per platform.
- Add "r.Shaders.ExportDebugInfoMode" to control how the exported files are stored, 0 for loose or 1 for an uncompressed archive.
#rb david.harvey
[FYI] luke.thatcher
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: anthony.bills
#ROBOMERGE-SOURCE: CL 4867756 via CL 4871614 via CL 4875479
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4875492 by anthony bills in Dev-VR branch]
- Some platforms have multiple sub formats per IShaderFormat
#rb david.harvey
[FYI] luke.thatcher
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: anthony.bills
#ROBOMERGE-SOURCE: CL 4859289 via CL 4863633 via CL 4864171
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4864180 by anthony bills in Dev-VR branch]