Commit Graph

146 Commits

Author SHA1 Message Date
jeannoe morissette
1c3df9d049 - Add support for 64bit image atomics extension (VK_EXT_shader_image_atomic_int64).
- Add CVar (r.Vulkan.Allow64bitShaderAtomics) to forcefully disable 64bit image atomics.  Currently defaults to 0 (until other components are in).
- Check driver version for Vulkan on NVIDIA, a fix was added for the 64bit image atomics that is required for Nanite. (currently Windows only, Linux TBD)

#rb Rolando.Caloca
[FYI] mihnea.balta,dmitriy.dyomin,brandon.schaefer

#ROBOMERGE-SOURCE: CL 16982971 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16982990 by jeannoe morissette in ue5-release-engine-test branch]
2021-07-28 11:51:01 -04:00
lukas hermanns
bf601320e6 Fix precision qualifier condition for ESSL output. Fix for CL 16757096.
#rb none
[FYI] Rob.Krajcarski
#rnx

#ROBOMERGE-SOURCE: CL 16761315 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16763800 by lukas hermanns in ue5-release-engine-test branch]
2021-06-23 18:05:32 -04:00
lukas hermanns
6945b442b4 Only emit precision qualifier for integer and floating-point types in ESSL output (Vulkan backend).
#rb Rob.Krajcarski
[FYI] Carl.Lloyd
#rnx

#ROBOMERGE-SOURCE: CL 16757096 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16757114 by lukas hermanns in ue5-release-engine-test branch]
2021-06-23 10:53:58 -04:00
ryan vance
2263d0caa5 VKRT:
Add ray tracing shader types
Add initial ray tracing pipeline creation
Add acceleration structure descriptor type
Add basic ray tracing pipeline, occlusion support initially
Strip reflection from ray tracing shader spirv to deal with validation warnings
Don't use an array of vk descriptor types directly, this breaks with non-contiguous enum values which are common in extensions. Using a TMap from descriptor type to values instead.
Don't store vk types in the serialized shader header, translate to and from our own internal enum types to avoid similar non-contiguous value issues.
Re-enabled ray tracing compilation on windows desktop, explicitly disable runtime support using GRHISupportsRayTracing

Todo:
We need to deal with the lack of a 1:1 mapping between shader stages and frequencies for ray tracing hit groups. This is a one to many mapping which doesn't work with how most of the Vulkan RHI is authored. For now I'm assuming a hitgroup maps to a CHS.
Ray tracing shader descriptor allocation and pending state support. While we are serializing the descriptors for ray tracing shaders, we're not allocating or updating them yet which is the last large chunk needed to trace rays.
Fix spirv binary version mismatch validation error. This basically needs a local dxc modification which explicitly sets the spirv binary version to work around incorrect assuptions in dxc which is causing validation failures.
Add another local dxc modification to allow for arbirary struct size support using VK_EXT_scalar_block_layout for ray tracing shaders.

#rb jeannoe.morissette, lukas.hermanns

#ROBOMERGE-SOURCE: CL 16711940 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16711955 by ryan vance in ue5-release-engine-test branch]
2021-06-17 17:15:40 -04:00
lukas hermanns
9028640c86 Unify compiler info and source info in CCHeader meta data.
#rb Will.Damon, Ryan.Vance
[FYI] Carl.Lloyd
#jira none
#rnx

#ROBOMERGE-SOURCE: CL 16687864 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16687921 by lukas hermanns in ue5-release-engine-test branch]
2021-06-16 10:16:50 -04:00
Rolando Caloca
3475ca5434 UE5 - Fix Vulkan missing dual blending annotation; move it to be platform agnostic
#fyi Brian.White, Dmitriy.Dyomin
#rb Will.Damon
#jira UE-117253
#rnx

[CL 16574688 by Rolando Caloca in ue5-main branch]
2021-06-07 14:30:42 -04:00
carl lloyd
9b6d231e68 Enabling DXC on Vulkan Mobile
#rb Lukas.Hermanns

[CL 16346836 by carl lloyd in ue5-main branch]
2021-05-17 05:59:00 -04:00
Lukas Hermanns
c2eda93a8d Refactor SPIR-V patching and strip debug instructions for Vulkan mobile except OpName instructions in --strip-reflect pass as UE always needs this reflection information.
Rebuild ShaderConductor for Win64, Mac, Linux.

#rb Carl.Lloyd, Rolando.Caloca, Ryan.Vance
#fyi Mihnea.Balta, Will.Damon, Dmitriy.Dyomin, Michael.Sartain, Brandon.Schaefer
#jira none
#rnx

[CL 16186169 by Lukas Hermanns in ue5-main branch]
2021-05-03 15:22:38 -04:00
Ryan Vance
aacfa50a0d Initial shader compilation changes to support VKRT.
#rb Lukas.Hermanns, Rolando.Caloca

[CL 16098805 by Ryan Vance in ue5-main branch]
2021-04-22 17:38:43 -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
Lukas Hermanns
603d5cd805 Fix Vulkan backend: SPIRV module was duplicated in output archive.
#rb Carl.Lloyd.
#fyi Ryan.Vance, Rolando.Caloca, Mihnea.Balta
#jira none
#rnx

[CL 16037693 by Lukas Hermanns in ue5-main branch]
2021-04-16 14:43:18 -04:00
Lukas Hermanns
677f2f50f1 Fix binding reflection for Metal backend: only Vulkan needs storage buffers to always occupy a UAV binding slot.
#rb Will.Damon
#jira none
#rnx

[CL 15979593 by Lukas Hermanns in ue5-main branch]
2021-04-12 13:16:00 -04:00
Lukas Hermanns
dc07d3f58e Add "Disassemble" function to public interface of ShaderConductor.
Move ShaderConductor utility to disassemble SPIR-V into ShaderCompilerCommon module.
Fix --strip-reflect pass in SPIRV-Tools to remove all SPV_GOOGLE* reflection extensions.
Rebuild ShaderConductor for Win64, Linux, and Mac.

#rb Carl.Lloyd, Ryan.Vance
#fyi Mihnea.Balta, Rolando.Caloca, Will.Damon, Dmitriy.Dyomin
#jira none
#rnx

[CL 15978123 by Lukas Hermanns in ue5-main branch]
2021-04-12 11:25:06 -04:00
Lukas Hermanns
c75e86cf40 Move SPIR-V utility functions for reflection and binding information into SpirvCommon.h/.cpp source files.
#rb Will.Damon, Carl.Lloyd
#fyi Ryan.Vance, Mihnea.Balta, Rolando.Caloca, Dmitriy.Dyomin
#jira none
#rnx

[CL 15954206 by Lukas Hermanns in ue5-main branch]
2021-04-08 10:09:56 -04:00
Lukas Hermanns
6c9b164f8b Added secondary "WritePackedGlobal" function to FHlslccHeaderWriter.
#rb Carl.Lloyd
#jira none
#rnx

[CL 15875032 by Lukas Hermanns in ue5-main branch]
2021-03-31 10:19:01 -04:00
christopher waters
1d0b1d44eb Initial support for Mesh and Amplification Shaders. These new shader types are an optional feature of the RHIs and are only enabled on PC D3D12 with Feature Level SM6.
#jira none
#rb emil.persson, graham.wihlidal, lukas.hermanns

[CL 15742432 by christopher waters in ue5-main branch]
2021-03-18 18:42:49 -04:00
Lukas Hermanns
c147f01b29 Extend input/output bitmask in shader binding descriptors from 16 to 32 bits; in Metal, GLSL, ESSL, and SPIR-V backends.
#rb Will.Damon, Brian.White, Dmitriy.Dyomin
[FYI] Mihnea.Balta, Rolando.Caloca, Ola.Olsson, Carl.Lloyd
#jira UE-108926
#rnx

#ROBOMERGE-OWNER: Lukas.Hermanns
#ROBOMERGE-AUTHOR: lukas.hermanns
#ROBOMERGE-SOURCE: CL 15642763 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v779-15635321)
#ROBOMERGE-CONFLICT from-shelf

[CL 15642935 by Lukas Hermanns in ue5-main branch]
2021-03-08 13:24:59 -04:00
Marc Audy
8f73cd7fa9 Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
This represents UE4/Main @ 15601601

[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -04:00
Florin Pascu
77051879b6 DistanceField Shadow Mobile(disabled by default for the moment)
#rb Dmitriy.Dyomin,Zach.Bethel, Jack.Porter
#jira UE-103864

[CL 15471024 by Florin Pascu in ue5-main branch]
2021-02-19 07:49:57 -04:00
Marc Audy
9753392e2b Merge UE5/RES CL# 15462083 to UE5/Main
This represents UE4/Main @ 15414221

[CL 15463811 by Marc Audy in ue5-main branch]
2021-02-18 18:13:28 -04:00
Lukas Hermanns
a4dfdcd0ad Moved dxil.dll from DirectX folder into ShaderConductor binary folder and load dxil.dll manually to ensure it's always loaded from that location.
#rb Yuriy.ODonnell, Emil.Persson, Kenzo.Terelst
#fyi Mihnea.Balta, Rolando.Caloca, Graham.Wihlidal
#jira none
#rnx

[CL 15337426 by Lukas Hermanns in ue5-main branch]
2021-02-05 10:29:11 -04:00
Marc Audy
cac1fe0019 Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
This represents UE4/Main @ CL# 15277572

[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -04:00
Yuriy ODonnell
8789e0bb07 Include shader compiler DLL version in FShaderFormatD3D/Vulkan::GetVersion(), similar to how it's done for other platforms.
#rb Lukas.Hermanns

[CL 15276007 by Yuriy ODonnell in ue5-main branch]
2021-02-01 18:54:58 -04:00
Josh Adams
b0e4357576 - UBT Code changes to remove 32-bit Windows support (C++ code for 32-bit still exists)
#rb marc.audy (concept, not each file)

[CL 15265424 by Josh Adams in ue5-main branch]
2021-01-31 15:09:58 -04:00
Lukas Hermanns
829eddd5cf Added HlslccHeaderWriter to unify writing of shader meta data.
#rb Mihnea.Balta, Will.Damon, Dmitriy.Dyomin
#fyi Rolando.Caloca, Brian.White
#jira none
#rnx

[CL 15225002 by Lukas Hermanns in ue5-main branch]
2021-01-27 17:53:40 -04:00