- Shaders which emit layout location data use INTERFACE_LOCATION & INTERFACE_BLOCK macros to defer to the runtime whether they can be used as separable or non-separable shaders.
- The runtime supplies the correct #define for each so that the shaders still work on platforms where the glLinkProgram implementation fails with separable shader code.
- Shader model 5 platforms (GLSL 430 or ES 3.10) which were already specifying & using layout location data continue to do so, even when using glLinkProgram.
- The 'OpenGL.UseSeparateShaderObjects' console variable allows switching between SSO/Link modes between executions, but not dynamically at runtime.
- Only defaults to on for Mac as that is the only platform which can guarantee that the extension is always available & so far the most tested platform.
- Updated hlslcc binaries are supplied for Mac, Linux & Windows.
- Added an OpenGL RHI stat for shader first draw time so that it is easy to see why hitches occur during runtime due to in-driver shader compilation.
reviewedby michael.trepka, nick.penwarden, dmitry.rekman, rolando.caloca
[CL 2435530 by Mark Satterthwaite in Main branch]
- removed dummy UClasses (no longer needed)
- removed file header comments (not used)
- removed duplicated function documentation in cpp files
- documentation cleanup, punctuation, spelling etc.
- pragma once include guards (now work on all platforms)
- relative public includes (are auto-discovered by UBT)
- fixed too many/too few line breaks
- deleted empty files
- missing override
- NULL to nullptr
[CL 2305058 by Max Preussner in Main branch]
- Addes 3_1 define on shaders
- Fixes GL packed uniforms array size incorrect assert
- Disallows running the editor with -featureleveles2
- r.MobileHDR is now read-only
- Moved some checks from SM3 to SM4
[CL 2270866 by Rolando Caloca in Main branch]