- This allows for Confidential platforms to exist outside of the engine, and insert themselves in as needed
- Directory structure is, where .... mirrors the directory structure for Engine and projects
- /Platforms/XXX/....
- Moving to more data driven approach for ShaderPlatforms and PlatformInfo, where they can be read from DataDrivenPlatformInfo.ini files that live in the platform config folders
- Removed platform mentions from UBT, by way of changing some enums to partial classes with static members (see UnrealTargetPlatform)
- Various other UBT/UAT modifications to allow for looking in other locations for files
- THIS IS NOT A COMPLETE AND FINAL SOLUTION. WE WILL CONTINUE WORK IN DEV-BUILD BEFORE ITS READY FOR PRIMETIME
#rb ben.marsh
[CL 6271418 by Josh Adams in Dev-Build branch]
Don't compile distance field shader permutations if bUseDistanceFields is unset or false
Added UAV output to pixel shader
Clear Tiny UAV uses command buffer ClearBuffer command instead of allocating a temp buffer and copying it to UAV
anthony.bills
#rnx
#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: mickael.gilabert
#ROBOMERGE-SOURCE: CL 6077502 via CL 6077551 via CL 6080478 via CL 6080627
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build)
[CL 6084242 by mickael gilabert in Dev-Build branch]
In base vertex and pixel shader pass, uniform variable OutputVelocityBuffer is tested to ouput or not velocity data
Configurable per project and/or per platform (r.BasePassOutputsVelocity)
#rb krzysztof.narkowicz
[FYI] anthony.bills
#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: mickael.gilabert
#ROBOMERGE-SOURCE: CL 5810274 via CL 5813280 via CL 5813281
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build)
[CL 5842450 by mickael gilabert in Dev-Build branch]
- This feature allows different chunk layout on different platforms.
- Most mapping work is done in AssetRegistryGenerator.
- Terminology of ChunkID and Pakchunk Index are now separated and they are no longer the same if chunk id to pakchunk index mapping is defined. The ChunkIDs in FAssetData is not renamed to keep consistency, but it actually is pakchunk index. FAssetData.ChunkIDs is used for ChunkInstall.
- Chunks with encryption key guid or unique assetregistry name are not allowed to be mapped. There are code to filter out those chunks and log errors while initializing mapping
- CheckChunkAssetsAreNotInChild() and ResolveChunkDependencyGraph() is skipped when making build for XboxOne and PS4, since they are not needed. If for some reason, we need chunk dependency on console builds, we need to implement per-platform dependency graph, since now we support different chunk layout on different platforms.
- Disabled a few pak file overide rules for console builds, since they should only be applied to builds with Kairos chunk layout.
#test A preflight was kicked and tested on PS4 and XboxOne. No new issue was found.
#rb Daniel.Lamb
#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: hongyi.yu
#ROBOMERGE-SOURCE: CL 5470414 via CL 5474050 via CL 5474308
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build)
[CL 5505792 by hongyi yu in Dev-Build branch]
The values that it previously forced values to are now configured as follows:
* bBuildEditor is a read-only property that returns true if and only if the target type is Editor.
* bCompileSimplygon and bCompileSimplygonSSF now a property which will default to true for Windows editor, if Simplygon is available. It can also be explicitly enabled or disabled.
* bCompileSpeedTree is now a property which will default to true for editor targets, and can also be explicitly enabled or disabled.
#rb none
[CL 4596311 by Ben Marsh in Dev-Build branch]