- SubmitCompileJobs was assumed to be render thread only. Make this explicit in the function name and add a render thread check.
- Add SubmitCompileJobs_GameThread to perform shader compilation submitted from the Game Thread safe.
- Keep a ref to a GameThreadPendingCompilerEnvironment because the one on the GameThreadShaderMap goes away after we clone.
- Add render thread check to GetRuntimeVirtualTextureOutputAttibuteMask_RenderThread
- Move simple enum types from ShaderCompiler.h to ShaderCompilerCore.h so we can access EShaderCompileJobPriority in MaterialShared.h
- Fixup incorrect usage SubmitCompileJobs that was submitted from the Game Thread using the Render Thread maps.
#rb Ben.Ingram
#jira none
#preflight 6216879fdb60b6b592f1d97f
[CL 19098715 by Jason Nadro in ue5-main branch]
- Made sure we don't call MarkPackageDirty from non game threads as its not threadsafe.
- Update the texture sampler sampling types during the factory PreImportPreCompleted callback so that we have the correct sampling type for textures that are being upgraded to virtual.
- Fixed some issues with material creation where we had some early returns in functions that shouldn't.
#preflight 61f4653ce52a8a4a91ce060d
[CL 18779420 by JeanMichel Dignard in ue5-main branch]
- This is important when running with "compile what you use" ODSC in the editor.
#rb Arciel.Rekman
#preflight 61f1a50cf8088a3d2991c8b1
#ROBOMERGE-AUTHOR: jason.nadro
#ROBOMERGE-SOURCE: CL 18752861 in //UE5/Release-5.0/... via CL 18752866 via CL 18756837
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18757118 by jason nadro in ue5-main branch]
This is fine, because materials will refresh the stateID of any dependent MF when loaded, and use updated stateIDs to form the ShaderMapID
#rb arciel.rekman, jason.nadro
#preflight 6125576daf9a8f0001510587
#ROBOMERGE-SOURCE: CL 17294061 via CL 17294075
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)
[CL 17294091 by ben ingram in ue5-release-engine-test branch]
Add composite & pinbase expressions / nodes, which use reroutes under the hood to ensure zero material overhead.
Convert MaterialEditor to a WorkflowCentricApplication.
Generally add subgraph existence support to MaterialGraph / MaterialEditor.
#jira UE-96104
#rb Ben.Ingram Lauren.Barnes
#fyi Lauren.Barnes
[CL 14437968 by daren cheng in ue5-main branch]
[REVIEW] ben.ingram
#jira UE-92082
#ROBOMERGE-SOURCE: CL 12917010 via CL 12917012 via CL 12917015
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)
[CL 12917018 by jonathan bard in Main branch]
When deciding what to recompile after chaning a MF, look at all MIs, instead of stopping after finding the first match
#rb none
#ROBOMERGE-SOURCE: CL 11792752 in //UE4/Release-4.25/... via CL 11792883
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)
[CL 11792961 by ben ingram in Main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870586 by ryan durand in Main branch]
Texture streaming accuracy visualization now show the current state of data, and doesn't need to build the texture streaming as a prestep.
#rb alexis.matte
#jira UE-76859
#ROBOMERGE-SOURCE: CL 7223779 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v367-6836689)
[CL 7223780 by uriel doyon in Main branch]