- Reported on UDN: when using precompiled editor binaries to package a project, their version will lag behind the game's engine version - resulting in the bundled file being rejected due to GameVersion field mismatch.
- Let's say PCBs (precompiled binaries) were compiled at CL X, you have now synced to X + 100, and you're packaging a game locally. Cooker will embed X as GameVersion of the bundled cache, but the game will check against its X+100 CL.
#rb Allan.Bentham
#jira none
#review @Allan.Bentham
#preflight none
[CL 24345564 by Arciel Rekman in ue5-main branch]
Provides some useful tracking hints for PSO cache delegate users.
#rb Dmytro.Vovk
#preflight 63d275a1e55deff624ed0fb0
[CL 23867339 by allan bentham in ue5-main branch]
- Add cvar to only wait for high priority runtime precache PSOs during loading
both disabled by default
#rnx
#rb Benjamin.Rouveyrol
[CL 23728502 by kenzo terelst in ue5-main branch]
- A cooked game can be given an argument -shkfile=/path/to/file.shk (a "stable shader keys" file produced during the cook) and use it to provide information on compiled PSOs (and singular shaders if needed).
[FYI] Kenzo.TerElst
#preflight 63866f6c8b12eb83a7b5c1a1
[CL 23323655 by arciel rekman in ue5-main branch]
#tests Had a reliable test case by launching a cooked build and then going into STW to matchmake. Applied this fix and verified I was able to load into a match correctly
[REVIEW] [at]James.Doverspike, [at]Arciel.Rekman, [at]Kenzo.Terelst
[FYI] Ian.Oleary, Jason.Attard, Stephan.Delmer
[CL 23191107 by brandon johnson in ue5-main branch]
[REVIEW] [at]arciel.rekman
#rb Arciel.Rekman
#localization none
#tests run local replays - needs to be tested on older GPUs which I don't have available here
[CL 23164748 by kenzo terelst in ue5-main branch]
Splitt PSO cache code to separate out bundled game caches and a single PSO recording user cache.
Any additional PSO caches are enqueued when the shader library state change adds shader library components.
removed unused PSO SaveMode::SortedBoundPSOs.
#rb dmytro.vovk, peter.sauerbrei
#preflight 62d568481062f2e63007eafd
#preflight 62d5a99b2e3e5993c3bd473f
#ROBOMERGE-AUTHOR: allan.bentham
#ROBOMERGE-SOURCE: CL 21152209 via CL 21154820 via CL 21156073
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21181749 by allan bentham in ue5-main branch]
- Add a new API to release preloaded shader to provide a way to manage preloaded data (which was previously statically allocated).
#rb James.Doverspike, Richard.Wallis
[REVIEW] [at]Allan.Bentham, [at]Richard.Wallis
#preflight 625e11c4db15ac92db7ee858
#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 19832275 via CL 19833640 via CL 19837454 via CL 19854946 via CL 19855339
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v940-19807014)
[CL 19856713 by arciel rekman in ue5-main branch]
Add an option to use a thread pool instead of taskgraph for GFX PSO precompile tasks.
Disabled by default. Use r.pso.PrecompileThreadPoolSize=N to enable.
threadpool PSO precompile tasks are not added as dependencies of RHIcmd list and should not block RHIT.
#rb Andriy.Tylychko, Arne.Schober
[FYI] peter.sauerbrei, jack.porter, Arciel.Rekman
#ROBOMERGE-OWNER: allan.bentham
#ROBOMERGE-AUTHOR: allan.bentham
#ROBOMERGE-SOURCE: CL 19571102 via CL 19571115 via CL 19571272 via CL 19571286
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697)
[CL 19575811 by allan bentham in ue5-main branch]
Enable PSO cache CVars by default on Windows. This has no effect on D3D11 since the cache is disabled if GRHISupportsPipelineFileCache is false.
#ROBOMERGE-AUTHOR: chris.genova
#ROBOMERGE-SOURCE: CL 18785319 via CL 18785326 via CL 18785329 via CL 18785330 via CL 18785331 via CL 18785353 via CL 18785366
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18785369 by chris genova in ue5-main branch]
- We are already saving it on application exit (see FShaderPipelineCache::Close() and ~FShaderPipelineCache()) or on application deactivate (for platforms that don't exit, see PipelineStateCacheOnAppDeactivate).
- Auto-saving can lead to a deadlock: the scope of the FileCache lock is too broad, and save operation may itself need to execute async work (read a file from the pak), which will deadlock if all worker thread are blocked trying to take the same FileCache lock (happens when they try to add a PSO to the cache).
- There's no explicit disable toggle, but setting the autosave period to MAX_int32 seconds should do that.
#rb Chris.Genova
[REVIEW] [at]Chris.Genova
[FYI] Christina.Sturgill
#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 18288437 via CL 18288905 via CL 18288949 via CL 18290355 via CL 18290406
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18290429 by arciel rekman in ue5-release-engine-test branch]
fix FArchiveLoadCompressedProxy reading past end on last partial chunk
#rb devin.doucette
#ROBOMERGE-SOURCE: CL 17038478 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v848-17036448)
[CL 17038565 by charles bloom in ue5-release-engine-test branch]