Commit Graph

428 Commits

Author SHA1 Message Date
christopher waters
a737c92c4b Shader symbol terminology changes
- 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

[CL 17186155 by christopher waters in ue5-main branch]
2021-08-16 23:18:03 -04:00
guillaume abadie
2d493d4df9 Implements CFLAG_AllowRealTypes on SP_PCD3D_SM6
#rb chris.waters
#preflight 611ab4c19db7df0001caead4


#ROBOMERGE-SOURCE: CL 17179929
#ROBOMERGE-BOT: (v855-17104924)

[CL 17179943 by guillaume abadie in ue5-main branch]
2021-08-16 15:11:50 -04:00
jamie hayes
e6e7037458 Changed some ITargetPlatform methods (GetAllSupportedShaderFormats, GetTargetedShaderFormats) to remain compiled with a lack of WITH_ENGINE. Their omission isn't necessary from a dependency standpoint, and their access will be required in a future change.
#rb josh.adams
#jira none
#preflight 6113ed2a0d783d00011ef86e

[CL 17137761 by jamie hayes in ue5-main branch]
2021-08-11 13:03:20 -04:00
Tim Smith
006c65a63c Remove the bEnableReinstancing global setting to reduce confusion now that a project setting is available.
#rb none
#rnx
#jira UE-118772

[CL 17015824 by Tim Smith in ue5-main branch]
2021-08-02 10:26:16 -04:00
Tim Smith
4d09c02a58 Added log message for when quick start gets re-enabled.
#rb none
#rnx

[CL 17015792 by Tim Smith in ue5-main branch]
2021-08-02 10:24:01 -04:00
Tim Smith
f0b7213d6a Updating the xxhash license for version included in Live++
#rb none
#rnx

[CL 16967550 by Tim Smith in ue5-main branch]
2021-07-27 07:29:27 -04:00
Tim Smith
76073e9773 Fixed issue where starting PIE after starting a LiveCoding compile would lockup the editor.
#rb trivial
#jira UE-85026
#preflight 60ff11837f21c90001dbbf0b

[CL 16961146 by Tim Smith in ue5-main branch]
2021-07-26 17:07:00 -04:00
Lukas Hermanns
0f58a3008d Added 'precise' qualifier to fix Z-fighting with World Position Offset (WPO) in MaterialTemplate.ush. Only affects D3D11/DXBC shaders on Windows.
#rb Kevin.Ortegren
#fyi Mihnea.Balta
#jira UE-102725
#rnx

[CL 16911422 by Lukas Hermanns in ue5-main branch]
2021-07-21 13:01:39 -04:00
krzysztof narkowicz
3714db3ea2 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
#ROBOMERGE-BOT: (v836-16769935)
#ROBOMERGE-CONFLICT from-shelf

[CL 16825718 by krzysztof narkowicz in ue5-main branch]
2021-07-12 11:20:21 -04:00
Joe Kirchoff
bb85eadc32 LC_StringUtil.cpp workaround is also required for MSVC Clang 12.0.0
[CL 16763061 by Joe Kirchoff in ue5-main branch]
2021-06-23 17:35:40 -04:00
christopher waters
a8185f9eb2 Removing validation skipping from the SM6.6 code path as it's a fully supported feature in our version of DXC.
#rb none
#jira none
#fyi graham.wihlidal, rune.stubbe

[CL 16756585 by christopher waters in ue5-main branch]
2021-06-23 10:14:39 -04:00
Joe Kirchoff
a1d7a8c3c7 Support VisualStudio2022 as a source code accessor and compilier
Note: _MSC_VER is still 1929 with the VS2022 preview, I expect it to be 1930 eventually when the compiler version is bumped which should match the versioning scheme for every other VS release

#rb none
#preflight 60d0c0d878c3b00001e335d9

[CL 16730633 by Joe Kirchoff in ue5-main branch]
2021-06-21 14:04:04 -04:00
Tim Smith
b48323a08e Fix to LiveCoding symbol resolution that could result in a function being patched to the wrong implementation. This would result in unpredictable behavior and crashes.
#rb jonathan.adamczewski
#rnx

[CL 16729989 by Tim Smith in ue5-main branch]
2021-06-21 13:06:16 -04:00
Tim Smith
bc337f9133 Add the ability to enable re-instancing via project settings. Old setting still supported.
Add the ability to enable auto compile when adding new C++ classes.
Fixed user feedback issues when adding new C++ classes.

#rb joe.kirchoff
#rnx
#jira UE-116958
#preflight 60cb2e884ce02c0001d278c1

[CL 16703582 by Tim Smith in ue5-main branch]
2021-06-17 08:46:37 -04:00
Dan Thompson
bc392c8ffa Bink Audio :: 4/4 :: Integration :: #pf 60aea2116905a6000136901e #pf 60c9308ef7cffb0001674132
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.

[CL 16682710 by Dan Thompson in ue5-main branch]
2021-06-15 20:26:41 -04:00
Tim Smith
ea905087ff Fixing minor feedback issue where a warning was being generated incorrectly.
#rb trivial
#rnx

[CL 16658305 by Tim Smith in ue5-main branch]
2021-06-14 10:27:29 -04:00
aurel cordonnier
aef6b8799f Fixes for no unity errors
#rb trivial
#rnx

[CL 16655282 by aurel cordonnier in ue5-main branch]
2021-06-13 23:48:29 -04:00
Tim Smith
7c44abf17f Improved notifications in the editor/game for live coding.
Added message that packaging can fail if assets reference new changes.

#rb
#rnx
#jira UE-115558
#preflight 60c39c8e8d00b80001b1e85f

[CL 16645001 by Tim Smith in ue5-main branch]
2021-06-11 14:48:25 -04:00
Tim Smith
2e72dd44b5 Fix new bug with LiveCodingConsole where it doesn't update UI during a compile.
#rb trivial
#rnx
#preflight 60c22147730f8a00016e2c95

[CL 16624311 by Tim Smith in ue5-main branch]
2021-06-10 11:53:07 -04:00
Tim Smith
39b145baa5 Starting with VS2019 16.10, we are getting multiple _valmd symbols in the object files. Changing to not generate any warnings about symbols in COMDATs.
#rb trivial
#rnx

[CL 16621980 by Tim Smith in ue5-main branch]
2021-06-10 08:48:47 -04:00
Tim Smith
33bff91361 If re-instancing is enabled in a process using LiveCoding, disable the "Quick Restart" button until we can resolve the issues.
#rb jonathan.adamczewski
#rnx
#jira UE-115743
#preflight 60c1136cb68c700001a25659

[CL 16613414 by Tim Smith in ue5-main branch]
2021-06-09 17:32:41 -04:00
Tim Smith
c21dd493c5 Fixed global delegate functions to support changes when doing live coding.
Fixed issue where changing a function signature in an interface wouldn't update nodes in a blueprint.
Changed the API of the deferred registry to be more inline with UE coding standards.

#rb ben.marsh phillip.kavan
#rnx
#jira UE-113662
#preflight 60c0c0fdc61264000190e16a

[CL 16606206 by Tim Smith in ue5-main branch]
2021-06-09 11:42:43 -04:00
Lukas Hermanns
b5aafce030 Dump preprocessed shader source in log on D3DCompile exception.
#rb Rolando.Caloca
#fyi Michal.Valient, Mihnea.Balta, Luke.Thatcher, Arciel.Rekman, Chris.Bunner
#jira UE-114967
#rnx

[CL 16518546 by Lukas Hermanns in ue5-main branch]
2021-06-01 14:24:07 -04:00
Lukas Hermanns
b7a50e1d3d Report error code and addresses on D3DCompile exception.
#rb Rolando.Caloca
#jira UE-114967
#rnx

[CL 16437813 by Lukas Hermanns in ue5-main branch]
2021-05-24 14:02:01 -04:00
David Harvey
1d41c2c202 Undo the refactor to allow Windows-based Platform extensions to specialize GenericWindowsTargetPlatform (CL 16329569).
Cannot easily specialize the specialization's config settings, so a different approach is required.

#jira UE-115613
#rb none
#rnx

[CL 16382731 by David Harvey in ue5-main branch]
2021-05-19 05:56:48 -04:00