Commit Graph

24 Commits

Author SHA1 Message Date
laura hermanns
29a6c72678 [Shaders] Move macro SUPPORTS_INDEPENDENT_SAMPLERS to DDSPI configuration.
While the mobile team wants to keep independent samples disbaled for PCD3D_ES3_1, it makes sense to move this as a platform dependent feature into the DDSPI configuration.

#rb brian.white, christopher.waters, Yuriy.ODonnell
[FYI] Dmitriy.Dyomin, Carl.Lloyd
#rnx

[CL 31764896 by laura hermanns in ue5-main branch]
2024-02-23 11:10:12 -05:00
josh adams
67d747d50a - Moved all versions from *SDK.Versions.cs files to *_SDK.json files
- Some static variables made it tricky, so added some support to make it simpler on users of the static variables
#rb David.Harvey

[CL 31431441 by josh adams in ue5-main branch]
2024-02-13 11:51:53 -05:00
marc audy
1b8e7f29c4 Rework GPUScene support on mobile platforms.
Platforms that do support uniform buffer objects can now provide batched primitive data through UBO. There is a limit UBO range that can be accessed in shaders, so we group instances into batches that fit into this limit. Switch uses 64KB views, other platfroms16KB views. For each primitive we allocate 512Bytes and 256Bytes for instance. Mobile platforms that do not support UBO will use a desktop version of GPUScene.
There are a few things that still missing: Dynamic mesh passes,  static lighting
#rb ola.olsson, benjamin.rouveyrol

[CL 26354848 by marc audy in ue5-main branch]
2023-06-30 16:34:38 -04:00
yuriy odonnell
b67c4cb749 Add bSupportsVertexShaderSRVs to DataDrivenShaderPlatformInfo which drives PLATFORM_SUPPORTS_VERTEX_SHADER_SRVS shader
* This should be used to guard any features that require explicitly accessing buffer or textures SRVs in vertex shaders

#rb Dmitriy.Dyomin
#rb Kenzo.Terelst

[CL 26207274 by yuriy odonnell in ue5-main branch]
2023-06-23 05:56:06 -04:00
josh adams
305c260069 - Moved SDK versions (MainVersion and Min/Max SDK version) from C# strings to SDK.json files in the Platform's Config folder
- Allow for per-project override in a project's platform's config folder (this is merging with my other work on per-project SDKs and validation of multi-target builds)
- More versions will move over after this
#rb david.harvey

[CL 26150552 by josh adams in ue5-main branch]
2023-06-21 11:21:01 -04:00
serge bernier
7bf7dd423c Fix global usage of all cvars related to shader pipelines:
r.ShaderPipelines
r.Material.ExcludeNonPipelinedShaders

Both cvars are currently disable on WindowsEngine.ini which make them also disable when we cook for consoles. ExcludeNonPipelinedShaderTypes is currently used only at cooking time when we compile shaders which is currently returning false, since the value is disabled on windows. Making those cvars use FShaderPlatformCachedIniValue, will allow to have specific platform value when cooking for a specific target. Moving r.Material.ExcludeNonPipelinedShaders to the defaultengine.ini file to keep it disable for the moment and not affecting shader key string. Will enable it progressively on console later.


r.Shaders.RemoveUnusedInterpolators

Make that cvar platform agnostic, since it will be used in on other consoles eventually. Platforms supporting the stripping of unused interpolators will check the same flag (CFLAG_ForceRemoveUnusedInterpolators) to enable it. Since windows can run opengl, and stripping is not supported on that shader platform, add extra logic to exclude the flag.

-Make the RHISupportsShaderPipelines function access a real DDPI attribute and not just test if we are not on mobile. Will need this to be able to have stripping unused shader interpolators on Switch.

[REVIEW] Laura.Hermanns

[CL 26018371 by serge bernier in ue5-main branch]
2023-06-15 13:27:44 -04:00
Florin Pascu
cd8651734e UX: Remove user-visible ES31 editor references and replace with Mobile
#jira UE-134173
#rb Jack.Porter
#preflight 6447ac2e641e2c3cb4227930

[CL 25178065 by Florin Pascu in ue5-main branch]
2023-04-25 07:05:08 -04:00
florin pascu
fbeaaad187 User friendly labels for Shader Preview Levels
#rb Gregory.Yepes
#preflight 63efae001d71bcd262fbf88d

[CL 24287942 by florin pascu in ue5-main branch]
2023-02-17 14:26:21 -05:00
wei liu
2aabe45ab3 Supports thin translucent with dual src blending if it's supported on mobile platform with DXC.
It's disabled on Android because some android devices don't support dual src blending, and it's disabled on IOS because it doesn't work with MRT.


#rb Dmitriy.Dyomin, Florin.Pascu
#preflight 6391f2e7c415e8dc78348c60

[CL 23448042 by wei liu in ue5-main branch]
2022-12-08 11:50:13 -05:00
florin pascu
5669253244 - Add Disable Preview Menu Option
- GetFriendlyShaderPlatformName removed
- RHIShaderPlatformDefinitions.inl deleted
- Added FriendlyNames to all ShaderPlatforms in DDSPI
- MenuText now comes from FriendlyNames in DDSPI
#rb Jack.Porter
#jira none
#preflight 632b1f8c826e0c2fe9a9d5d2

[CL 22118730 by florin pascu in ue5-main branch]
2022-09-21 14:35:21 -04:00
Florin Pascu
f64fc575d2 Re-submiting with Mac fixes
Changed ShaderArchive, GlobalShaderCache, ShaderDebugInfo and Autogen to use ShaderPlatformName and not ShaderFormat when naming their output files.
#rb Jack.Porter, Chris.Waters, Mihnea.Balta, Jason.Nadro
#jira UE-120561
#preflight 62c31f6fc9410537282296c6

[CL 20937870 by Florin Pascu in ue5-main branch]
2022-07-04 19:06:33 -04:00
Florin Pascu
09cb19fcfd Backout 20871665 to fix Mac cook
#rb none
#jira none
#preflight 62be0c68d94b57687c3ff309

[CL 20904999 by Florin Pascu in ue5-main branch]
2022-06-30 17:41:55 -04:00
Florin Pascu
1844e8e514 Changed ShaderArchive, GlobalShaderCache, ShaderDebugInfo and Autogen to use ShaderPlatformName and not ShaderFormat when naming their output files.
#rb Jack.Porter, Chris.Waters, Mihnea.Balta, Jason.Nadro
#jira UE-120561
#preflight 62bbf93ae353c20ac2361d94

[CL 20871665 by Florin Pascu in ue5-main branch]
2022-06-29 04:19:06 -04:00
christopher waters
d4829cc851 Backpedalling changes to data drive more settings. Turns out bIsMobile is more nuanced than I initially thought. Switching back to a few hardcoded shader platform uses until we can wrangle this better.
#jira none
#rb jack.porter, lukas.hermanns, rolando.caloca
#preflight 61a7d3ea1a368fd60390e3be

#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 18355791 in //UE5/Release-5.0/... via CL 18355843
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18355868 by christopher waters in ue5-release-engine-test branch]
2021-12-02 14:47:53 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
krzysztof narkowicz
2cdfb99ef8 Added per platform setting to toggle distance field support. If it's disabled then no distance data will be cooked and distance fields will be disabled on the target platform.
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]
2021-07-12 11:23:28 -04:00
Josh Adams
b741c98591 - Giving each platform a Guid forevermore, in DataDrivenPlatformInfo
- MediaModule now uses the platform Guid from DDPI instead of having a per-platform MediaInfo module that only supplied a Guid. Deleted many platform extension modules
#rb thomas.engel

[CL 14824685 by Josh Adams in ue5-main branch]
2020-11-30 18:59:13 -04:00
Josh Adams
5f27a8dbcb [Upgrade Notes Critical! Licensee build scripts and DeviceProfiles may need updating]
- Formalizing all TargetPlatforms to have a Client version, rename WindowsNoEditor to Windows, and removing DDPI specification of TargetPlatforms, and generate them programmatically
- Updated names DeviceProfiles and Build scripts, as above
- Some PlatformInfo class cleanup
- Added a TNonDesktopTargetPlatformBase class to make most TargetPlatforms simpler
- Added "No Compiled Support" to the Turnkey LaunchOn menu when the TargetPlatforms aren't compiled in (to show that even if you install an SDK, you will need to compile before you can LaunchOn)\
- Starting the transition away from PlatformInfo::FPlatformInfo to FDDPI

[CL 13966487 by Josh Adams in ue5-main branch]
2020-07-29 16:19:10 -04:00
Josh Adams
94f4be4de1 - Renamed PlatformInfo::FPlatformInfo to PlatformInfo::FTargetPlatformInfo
- Renamed FDataDrivenPlatformRegistry::FPlatformInfo to FDataDrivenPlatformInfo
- Moved some fields from PlatformInfo::FTargetPlatformInfo to FDataDrivenPlatformInfo, and cleaned them up in the process
- Fixed the DataDrivePlatformInfo.ini files to match the previous items
- Removed FVanillaPlatformEntry, and now just using FTargetPlatformInfo to manage flavors under a vanilla PlatformInfo (see PlatformInfo::GetVanillaPlatformInfoArray())
- Cleaned up TPerPlatformValue, as it was often misused (took a group and platform name, but we can get the group from the platform name) [AnimationSharingManager.cpp, *Engine.cpp, Runtime\Engine\*, ]
- Fixed FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to use IniPlatformName instead of some hacky code [BlueprintNativeCodeGenManifest.cpp]
- Fixed various Turnkey bugs that recent testing exposed
- Enabled AUTOSDKS_ENABLED in both Mac and Linux on the Editor side (not that there are much set up to use it)
- Using Turnkey to get the SDK status instead of ValidatePlatforms (gives more detailed information - may want to go back to ValidatePlatforms so only UBT is needed, but change it to give more info)
- Moved OnDeviceDiscovered and Lost delegates from each platform's TargetPlatform class to a static in ITargetPlatform - there was no need for per-platform implementations
- Started working on allowing for SDK to be installed with editor running and not need to restart editor - Work in Progress! It is not usable yet.
#fyi jack.porter
#rb pete.sauerbrei

[CL 13816905 by Josh Adams in ue5-main branch]
2020-07-01 17:07:12 -04:00
Josh Adams
aa9705149b Copying Private-LoadTimes-4.24 stream to Main. Biggest changes are in Materials/Shader memory freezing.
#rb none

[CL 11282608 by Josh Adams in Main branch]
2020-02-06 13:13:41 -05:00
Ben Marsh
0cc6e3dca6 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
#rb none
#rnx

[CL 6631504 by Ben Marsh in Main branch]
2019-05-24 11:51:54 -04:00
Ben Marsh
287fa130a3 Merging //UE4/Dev-Main to Dev-Build (//UE4/Dev-Build)
#rb none
#rnx

[CL 4677654 by Ben Marsh in Dev-Build branch]
2019-01-02 20:42:29 -05:00
Chris Gagnon
04339a8b31 Fixed display of supported platforms, platforms that are missing or stripped shouldn't show up any longer.
#jira UE-67479
#rb Matt.Kuhlenschmidt
#codereview Matt.Kuhlenschmidt

[CL 4659033 by Chris Gagnon in Dev-Editor branch]
2018-12-13 15:27:41 -05:00