- Splitting symbol generation and shader "debug info" generation into two different cvars. This should now allow us to generate symbols post-packaging without generating different shader variants. This should also enable us to always generate symbols and still have the final deduplicated shader sizes.
- r.Shaders.Symbols is now the primary way to enable shader symbols for debugging.
- r.Shaders.GenerateSymbols can be enabled to always generate symbols without writing them to disk.
- r.Shaders.WriteSymbols can be used to force write symbols if they were previously generated.
- r.Shaders.ExtraData can be used to generate shader names for engine runtime systems to use.
- NotifyShaderCooked replaced with NotifyShaderCompiled, prep for upcoming non-cook symbol writing.
- PC DXC shader compiles should only generate debug info when requested, not all the time.
- PC FXC shader compiles should generate debug info when requested, not just when r.Shaders.Optimize is 0.
#jira none
#rb arciel.rekman, lukas.hermanns
#preflight 611ad9035e737200015992db
#ROBOMERGE-SOURCE: CL 17186155 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17186162 by christopher waters in ue5-release-engine-test branch]
- number of supplied parameters less or more than the number of specifiers used in format string
- invalid format string specifiers used
#rb Matt.Peters
#ROBOMERGE-SOURCE: CL 16315056 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v804-16311228)
[CL 16315068 by ionut matasaru in ue5-release-engine-test branch]
- FShaderMapResourceCode derives from FThreadSafeRefCountedObject which has a member that keeps track of the number of references to the object. We were doing deep copies using the Copy Constructor of FShaderMapResourceCode which resulted in a member wise copy of the num refs. This is not the behavior you'd expect.
- The offending line of code that caused the memory leak was in FShaderMapBase::AssignCopy:
- Code = new FShaderMapResourceCode(*Source.Code);
- Like FRefCountBase I've deleted the copy constructor and assignment operator for FRefCountedObject and FThreadSafeRefCountedObject to catch issues at compile time where we are copying across NumRefs incorrectly.
- To fix the issue I've manually created copy constructors for FGPUProfilerEventNodeStats and FShaderMapResourceCode.
#rb Devin.Doucette, Dave.Jones, Arciel.Rekman, Ben.Ingram
#review-16115628 @Devin.Doucette, @Dave.Jones, @Arciel.Rekman, @Ben.Ingram
#jira UE-108598, UE-113736
[CL 16116577 by Jason Nadro in ue5-main branch]
Fix issues causing material DDC values to be non-determinisic
- Shader code within resources sorted by hash
- Debug source code values sorted by type
Also add mechanism to serialize any MemoryLayout described type to string
- Makes it easier to inspect material data to find sources of non-determinism
#rb none
#ROBOMERGE-OWNER: ben.ingram
#ROBOMERGE-AUTHOR: ben.ingram
#ROBOMERGE-SOURCE: CL 12944988 in //UE4/Release-4.25/... via CL 12944998 via CL 12957822
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)
[CL 12957827 by ben ingram in Main branch]
Fix generation of shader debug data
#rb none
#ROBOMERGE-SOURCE: CL 11850208 in //UE4/Release-4.25/... via CL 11850214
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)
[CL 11850701 by ben ingram in Main branch]