- 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]
* Use a shader code hash instead of sorting by shader pointer in CalculateBasePassMeshStaticSortKey()
* Added a serial number to UPrimitiveComponent, which is generated in OnRegister() and then used in FPrimitiveArraySortKey as an extra sort key.
Contributed by andrewtop-cruise.
#github 7934
#github 8273
#preflight 61128303afd67e0001e7a14b
#rb Arciel.Rekman
#ROBOMERGE-SOURCE: CL 17150851 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17150861 by yuriy odonnell in ue5-release-engine-test branch]
- Also, include this in the DDC key.
#rb Kevin.Ortegren
[at]Jason.Nadro
#jira UE-117881
#ROBOMERGE-SOURCE: CL 16897479 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16897491 by arciel rekman in ue5-release-engine-test branch]
2. Add an option to use high quality BRDF on mobile as the same with PC.
3. Fallback to default light shading model if it is not supported on mobile.
4. Use EnvBrdf for mobile deferred lighting pass.
#jira none
#rb Dmitriy.Dyomin
#preflight 60cdef32be81e8000118d85c
#ROBOMERGE-SOURCE: CL 16722349 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16722356 by wei liu in ue5-release-engine-test branch]
For Forward ES31
Default SceneColor RG11B10 + R16F\32F Depth texture
With PropagateAlpha on RGBA16F + R16F\32F
PostProcess we sample SceneDepthAux for Depth
For Deferred ES31
SceneDepthAux only for Metal
PropagateAlpha not working yet
PostProcess we sample SceneDepthTexture for Depth
cvar to change Depth texture from 16 to 32Fr.Mobile.SceneDepthAux
cvar for AlphaPropagate r.Mobile.PropagateAlpha
#jira UE-98033
#rb Dmitriy.Dyomin, Carl.Lloyd, Jack.Porter
#ROBOMERGE-SOURCE: CL 16644095 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396)
[CL 16644108 by florin pascu in ue5-release-engine-test branch]
- Adds macros check, checkBufferAccess and checkStructuredBufferAccess, along with Slow-suffixed equivalents
- A new cvar 'r.Shader.CheckLevel' which defaults to 1 (enable check but not Slow). Thus be careful when using check, if unsure use checkSlow!
- The cvar controls macros DO_CHECK=0 and DO_GUARD_SLOW=0 that mirrow the ones in host code.
- Note that SM6 version only works for CS and PS.
#rb charles.derousiers
#preflight 60be56fc1e21b4000177f07b
[CL 16576687 by Ola Olsson in ue5-main branch]