- 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]
The endian of BGR555A1 texture is troublesome on Android platform, because Opengl ES doesn't support GL_UNSIGNED_SHORT_1_5_5_5_REV texture format, meanwhile VK_FORMAT_R5G5B5A1_UNORM_PACK16 is not supported on some Android devices.
#rb Dmitriy.Dyomin
#ROBOMERGE-SOURCE: CL 16966077 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16966080 by yangke li in ue5-release-engine-test branch]
Renamed FDataDrivenPlatformInfo::AudioCompressionSettingsIniSectionName to TargetSettingsIniSectionName. It's now used to populate PlatformMask at runtime, to make sure that it matches between cook and runtime. Before it was possible to cook with e.g. GRayTracingPlaformMask=0, but then the cooked game would run with GRayTracingPlaformMask=1.
#rb Patrick.Kelly
[FYI] Patrick.Kelly, Daniel.Wright, Josh.Adams
#ROBOMERGE-OWNER: krzysztof.narkowicz
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 16825469 via CL 16825718
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16825756 by krzysztof narkowicz in ue5-release-engine-test branch]
Integration touches several places in the engine:
1) SoundWave -- A check box enables Bink Audio as the codec of choice for that sound wave.
2) Decoder - Each supported platform's AudioMixer now returns BINK if the soundwave requests it. Additionally, the TargetPlatform returns BINK as an available codec, and returns it to the cooking code if the sound wave requests it.
3) Encode - TargetPlatform.Build.cs adds the encoder to the editor dependencies, and it gets picked up in the TPMM formats search.
#ROBOMERGE-SOURCE: CL 16682710 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16682731 by dan thompson in ue5-release-engine-test branch]