Also remove further references to Hull and Domain shaders as tessellation is no longer supported in UE5.
#rb Will.Damon, Brian.White, Christopher.Waters, Jeannoe.Morissette
[FYI] Carl.Lloyd, Florin.Pascu, Ryan.Vance, Rolando.Caloca, Mihnea.Balta
#jira none
#rnx
#ROBOMERGE-SOURCE: CL 17408818 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17408845 by lukas hermanns in ue5-release-engine-test branch]
- Splitting symbol generation and shader "debug info" generation into two different cvars. This should now allow us to generate symbols post-packaging without generating different shader variants. This should also enable us to always generate symbols and still have the final deduplicated shader sizes.
- r.Shaders.Symbols is now the primary way to enable shader symbols for debugging.
- r.Shaders.GenerateSymbols can be enabled to always generate symbols without writing them to disk.
- r.Shaders.WriteSymbols can be used to force write symbols if they were previously generated.
- r.Shaders.ExtraData can be used to generate shader names for engine runtime systems to use.
- NotifyShaderCooked replaced with NotifyShaderCompiled, prep for upcoming non-cook symbol writing.
- PC DXC shader compiles should only generate debug info when requested, not all the time.
- PC FXC shader compiles should generate debug info when requested, not just when r.Shaders.Optimize is 0.
#jira none
#rb arciel.rekman, lukas.hermanns
#preflight 611ad9035e737200015992db
#ROBOMERGE-SOURCE: CL 17186155 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17186162 by christopher waters in ue5-release-engine-test branch]
Add ray tracing shader types
Add initial ray tracing pipeline creation
Add acceleration structure descriptor type
Add basic ray tracing pipeline, occlusion support initially
Strip reflection from ray tracing shader spirv to deal with validation warnings
Don't use an array of vk descriptor types directly, this breaks with non-contiguous enum values which are common in extensions. Using a TMap from descriptor type to values instead.
Don't store vk types in the serialized shader header, translate to and from our own internal enum types to avoid similar non-contiguous value issues.
Re-enabled ray tracing compilation on windows desktop, explicitly disable runtime support using GRHISupportsRayTracing
Todo:
We need to deal with the lack of a 1:1 mapping between shader stages and frequencies for ray tracing hit groups. This is a one to many mapping which doesn't work with how most of the Vulkan RHI is authored. For now I'm assuming a hitgroup maps to a CHS.
Ray tracing shader descriptor allocation and pending state support. While we are serializing the descriptors for ray tracing shaders, we're not allocating or updating them yet which is the last large chunk needed to trace rays.
Fix spirv binary version mismatch validation error. This basically needs a local dxc modification which explicitly sets the spirv binary version to work around incorrect assuptions in dxc which is causing validation failures.
Add another local dxc modification to allow for arbirary struct size support using VK_EXT_scalar_block_layout for ray tracing shaders.
#rb jeannoe.morissette, lukas.hermanns
#ROBOMERGE-SOURCE: CL 16711940 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16711955 by ryan vance in ue5-release-engine-test branch]
Adding {ProjectDir} and {ProjectSavedDir} to r.Shaders.SymbolPathOverride
#rb none
#preflight 60c29c63c612640001dd54a4
#ROBOMERGE-SOURCE: CL 16633386 via CL 16633428
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v831-16623017)
[CL 16633454 by christopher waters in ue5-release-engine-test branch]
Adding shader symbol export path override cvar. This cvar supports specifying the shader platform name via "{Platform}".
Adding Luke's change for having build machine specific shader configs.
#jira none
#rb rolando.caloca, david.harvey, lukas.hermanns
#preflight 60c243181264df0001a2c283
#ROBOMERGE-SOURCE: CL 16631848 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v831-16623017)
[CL 16631858 by christopher waters in ue5-release-engine-test branch]
Vulkan/DXC does not support initialization of static const variable having complex type. This change lines change the initialization to some simple define instead.
#rb none
#ROBOMERGE-SOURCE: CL 16574414
#ROBOMERGE-BOT: (v828-16531559)
[CL 16574416 by charles derousiers in ue5-main branch]
Fixes issue where an array of non-indexed elements with custom semantics would have their 'optimized' code path generated as:
Local_Value = OptimizedValue;
Instead of the reverse.
#rb lukas.hermanns, rolando.caloca
#jira none
[CL 16116319 by rob krajcarski in ue5-main branch]