Commit Graph

420 Commits

Author SHA1 Message Date
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
joe kirchoff
43386ca4e5 LC_StringUtil.cpp workaround is also required for MSVC Clang 12.0.0
#ROBOMERGE-SOURCE: CL 16763061 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16763918 by joe kirchoff in ue5-release-engine-test branch]
2021-06-23 18:08:19 -04:00
christopher waters
5c38dbfd39 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

#ROBOMERGE-SOURCE: CL 16756585 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16756586 by christopher waters in ue5-release-engine-test branch]
2021-06-23 10:14:53 -04:00
joe kirchoff
d030dcdf10 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

#ROBOMERGE-SOURCE: CL 16730633 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16730641 by joe kirchoff in ue5-release-engine-test branch]
2021-06-21 14:05:15 -04:00
tim smith
a5492ef6d6 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

#ROBOMERGE-SOURCE: CL 16729989 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16729999 by tim smith in ue5-release-engine-test branch]
2021-06-21 13:08:36 -04:00
tim smith
b294a27c29 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

#ROBOMERGE-SOURCE: CL 16703582 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16703591 by tim smith in ue5-release-engine-test branch]
2021-06-17 08:47:50 -04:00
dan thompson
ab80c69fd3 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.


#ROBOMERGE-SOURCE: CL 16682710 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16682731 by dan thompson in ue5-release-engine-test branch]
2021-06-15 20:30:02 -04:00
tim smith
01d31e503b Fixing minor feedback issue where a warning was being generated incorrectly.
#rb trivial
#rnx

#ROBOMERGE-SOURCE: CL 16658305 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396)

[CL 16658328 by tim smith in ue5-release-engine-test branch]
2021-06-14 10:30:27 -04:00
aurel cordonnier
c139661dc1 Fixes for no unity errors
#rb trivial
#rnx

#ROBOMERGE-SOURCE: CL 16655282 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396)

[CL 16655283 by aurel cordonnier in ue5-release-engine-test branch]
2021-06-13 23:49:22 -04:00
tim smith
899eaa25cd 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

#ROBOMERGE-SOURCE: CL 16645001 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396)

[CL 16645007 by tim smith in ue5-release-engine-test branch]
2021-06-11 14:48:40 -04:00
tim smith
635605e672 Fix new bug with LiveCodingConsole where it doesn't update UI during a compile.
#rb trivial
#rnx
#preflight 60c22147730f8a00016e2c95

#ROBOMERGE-SOURCE: CL 16624311 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v831-16623017)

[CL 16624316 by tim smith in ue5-release-engine-test branch]
2021-06-10 11:53:34 -04:00
tim smith
ae3ed81ad2 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

#ROBOMERGE-SOURCE: CL 16621980 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v830-16605563)

[CL 16621993 by tim smith in ue5-release-engine-test branch]
2021-06-10 08:49:26 -04:00
tim smith
8d9ec1e173 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

#ROBOMERGE-SOURCE: CL 16613414 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16613419 by tim smith in ue5-release-engine-test branch]
2021-06-09 17:32:56 -04:00
tim smith
af243577b4 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

#ROBOMERGE-SOURCE: CL 16606206 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16606221 by tim smith in ue5-release-engine-test branch]
2021-06-09 11:43:12 -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
David Harvey
2ae75e362a Windows-based Platform extentions can specialize GenericWindowsTargetPlatform, allowing access to all PC rendering features etc.
#jira UE-115613
#rb josh.adams
#rnx

[CL 16329569 by David Harvey in ue5-main branch]
2021-05-14 10:34:17 -04:00
Tim Smith
69a057a601 Fixing LiveCoding issue where multiple changes to properties could still result in crashes during editing and at exit time.
#jira UE-112720
#rb jonathan.adamczewski
#rnx
#preflight 609e59dc22cce00001cf19d9

[CL 16328393 by Tim Smith in ue5-main branch]
2021-05-14 07:44:02 -04:00
Arciel Rekman
d1e2a85fce Keep rewriting unused inputs until they stop changing (UE-115083)
- In a complex material, compiler may not be able to see through the code to discover all unused inputs.

E.g. first pass compilation says that input A is unused, but B and C are used. After we rewrite the code to remove A, the code is simpler and compiler is now able to see that B is also unused.

Since we pass the "used attributes" to the next stage, this creates a mismatch where vertex shader outputs only C, but pixel shader (rewritten based on the first pass results) expects B and C.

- The fixed code will check if the unused inputs changed, and if so, will go back and rewrite the code based on a more complete info.

- This fixes a bug that JonL ran into for which I haven't yet created a JIRA (will do before checkin).

#rb Ben.Ingram, Rolando.Caloca, Jason.Nadro
#review @Lukas.Hermanns, @Rolando.Caloca, @Ben.Ingram, @Jason.Nadro, @Kevin.Ortegren
#jira UE-115083

[CL 16312596 by Arciel Rekman in ue5-main branch]
2021-05-13 10:21:33 -04:00
Yuriy ODonnell
aa9e6a0c41 Added a basic implementation of assert in shaders for D3D12. Requires SM6 support which can be enabled through r.D3D12.AllowShaderModel6=1.
Example usage in a shader:

PLATFORM_ASSERT4(GroupThread > 4321, 0xDF7DC903, GroupThread, GroupIndex, GroupBase, asuint(123.456f));

Example GPU crash report output:

LogD3D12RHI: Error: [GPUBreadCrumb] Last tracked GPU operations:
LogD3D12RHI: Error: [GPUBreadCrumb]	3D Queue 0 - Begin: Frame 348 - Scene - ReflectionIndirect - RayTracingReflections - RayTracingDeferredReflectionsShade 957x466
LogD3D12RHI: Error: [GPUBreadCrumb]	Shader assertion failed! ID: 0xDF7DC903
LogD3D12RHI: Error: [GPUBreadCrumb]	Payload  [int32]: 416 42 172032 1123477881
LogD3D12RHI: Error: [GPUBreadCrumb]	Payload [uint32]: 416 42 172032 1123477881
LogD3D12RHI: Error: [GPUBreadCrumb]	Payload    [hex]: 0x000001A0 0x0000002A 0x0002A000 0x42F6E979
LogD3D12RHI: Error: [GPUBreadCrumb]	Payload  [float]: 0.000000 0.000000 0.000000 123.456001

This works through automatic diagnostic buffer binding in D3D12 RHI, which becomes available in *any* shader as a UAV.
Opens the door for arbitrary human-readable message output from any shader in the future.

PLATFORM_ASSERT macro is always enabled and available on supported platforms. It is intended to be a low-level mechanism for a higher-level check() that would be controlled via CVars.

#rb Christopher.Waters

[CL 16167404 by Yuriy ODonnell in ue5-main branch]
2021-04-30 08:37:35 -04:00
Tim Smith
de9adfe9b0 Fix NonUnity build
#rb trivial
#rnx

[CL 16122938 by Tim Smith in ue5-main branch]
2021-04-27 06:40:20 -04:00
Tim Smith
5fb833c5c1 Added support for more arbitrary property changes to live coding.
1) Changed the pre/post compile notifications from module notifications to process commands.
2) Added server command to notify that we want re-instance patching (two phase)
3) Added support for two phase patching to enable re-instancing without all the limitations.
4) Added a null CDO check for old blueprint classes (approved by Phillip)

#rb ben.marsh
#rnx
#preflight 6086e3481046fb000183c2d4

[CL 16115620 by Tim Smith in ue5-main branch]
2021-04-26 12:49:25 -04:00
rob krajcarski
edf0afd436 Move D3DShaderCompiler fatal error over UAV counts to a shader compiler error.
#jira none
#rb lukas.hermanns

[CL 16074451 by rob krajcarski in ue5-main branch]
2021-04-21 11:31:10 -04:00
christopher waters
83f70197d3 Tessellation Removal: Removing RHI Hull/Domain shader types and enums.
#rb lukas.hermanns
#jira UE-94564
#preflight 607f2e11eb4f050001d4655e

[CL 16066223 by christopher waters in ue5-main branch]
2021-04-20 17:00:25 -04:00