#fyi bob.tellez
Original CL Desc
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[Backout] - CL30976715
#fyi Luke.Thatcher
Original CL Desc
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Remove "r.RecompileRenderer", STORE_ONLY_ACTIVE_SHADERMAPS, and all associated dead code paths that are no longer used.
- r.RecompileRenderer has been broken since at least August 2019 when CL 8231930 disabled the implementation of BackupGlobalShaderMap etc
- STORE_ONLY_ACTIVE_SHADERMAPS was disabled in 14363137 (September 2020) to resolve FORT-312158 (enabling the new loader). Fortnite was the only user of this code path.
- This is a delete-only change.
#jira UE-167133
#rb Arciel.Rekman, Jason.Nadro
[CL 30987478 by bob tellez in ue5-main branch]
#fyi Luke.Thatcher
Original CL Desc
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Remove "r.RecompileRenderer", STORE_ONLY_ACTIVE_SHADERMAPS, and all associated dead code paths that are no longer used.
- r.RecompileRenderer has been broken since at least August 2019 when CL 8231930 disabled the implementation of BackupGlobalShaderMap etc
- STORE_ONLY_ACTIVE_SHADERMAPS was disabled in 14363137 (September 2020) to resolve FORT-312158 (enabling the new loader). Fortnite was the only user of this code path.
- This is a delete-only change.
#jira UE-167133
#rb Arciel.Rekman, Jason.Nadro
[CL 30979008 by bob tellez in ue5-main branch]
- r.RecompileRenderer has been broken since at least August 2019 when CL 8231930 disabled the implementation of BackupGlobalShaderMap etc
- STORE_ONLY_ACTIVE_SHADERMAPS was disabled in 14363137 (September 2020) to resolve FORT-312158 (enabling the new loader). Fortnite was the only user of this code path.
- This is a delete-only change.
#jira UE-167133
#rb Arciel.Rekman, Jason.Nadro
[CL 30976715 by Luke Thatcher in ue5-main branch]
- Shader stats are simply key (FName) and value (POD types) that are stored per-shader.
- A Shader Statistic is a variant that can take on the following POD types: bool, float, int32, uint32
- Currently don't support strings since those weren't as trivial to implement (needed conversion and special case code to support serializing these to the memory images required by shader maps)
- Adds another shader statistics row in the Material Editor that will show the platform specific stats.
- The platform statistics are turned into a comma and newline separated string that is displayed to the user.
- Bump the shader output worker version since I'm changing the output file format (to contain the stats).
- The shader compiler output stores the stats as a `TMap<FString, FShaderStatVariant>`. Serializing across FNames between Shader Compiler Worker and the main process wasn't working (different name tables).
- When storing and serializing the stats to the shader map we convert them to FNames. (see `FShader::FShader()`)
#rb dan.elksnitis
[CL 30394059 by jason nadro in ue5-main branch]
LFA parameter can are bound to base pass data. Project settings Cvars controls how to enable those settings.
[CL 30073379 by sebastien hillaire in ue5-main branch]
Cleaned up and made more rendering read-only cvars go through this cache
It now can cache platform specific cvars, in non-editor builds
#rb jack.porter
[CL 29681907 by dmitriy dyomin in ue5-main branch]
- Splitting "Bindless Resource" shader parameter types into "Bindless SRV" and "Bindless UAV" to make sure reflection/binding validation is correct.
#jira UE-166341
#rb jeannoe.morissette
[CL 28995862 by christopher waters in ue5-main branch]