- SRVNonPixel is needed by mobile to insert a barrier between fragment -> vertex texture fetch, but since this is a heavyweight barrier, it is opt-in with SHADER_PARAMETER_RDG_NON_PIXEL_SRV.
- Small refactor to FRDGTextureAccess to allow for arbitrary subresources, as the current model only allows full resource transitions.
#rb mihnea.balta, luke.thatcher, serge.bernier
#jira UE-211883
[CL 33179861 by zach bethel in ue5-main branch]
Split Work Graph shaders into multiple frequencies.
This is somewhat in anticipation of graphic nodes.
But also it is a replacement for using CFLAG_WorkgraphLocalNodes to differentiate nodes with local or global root signature.
#rb Yuriy.ODonnell
[CL 33146442 by jeremy moore in ue5-main branch]
- strip old job cache path (constructing an input hash based on all inputs); the cache key based on preprocessed source is now the One True Job Cache
- strip parallelfor-based job submission path (gamethread-blocking); the task path has been enabled for a long while now without issues
- remove the "compile job inputs" debug dump; this is no longer relevant since it's based on inputs to the now-stripped compile job path (similar functionality will be provided by the new form of debug usf once completed)
#rb Laura.Hermanns
[CL 32825320 by dan elksnitis in ue5-main branch]
- modify the input hash debug dump mechanism to output an empty "debughash_<hash>" file instead of a txt file with the hash in contents, and always dump these files for the instance of the job that actually compiled
- the existing cvar will now just make it so these files are also dumped for jobs which hit in DDC or the job cache; we don't do this by default so there's only a single match for the debug hash for any given shader normally and it is inside the folder containing the full debug info, including those artifacts which are only output as a side effect of the compile step
- add the same hash as the first line in the stripped source code, so "debughash_<hash>" can be used as a search term in Everything to quickly find debug info associated with a shader (i.e. when looking at a capture in renderdoc or similar)
note: this is a resubmit with fixes for mac/linux issues (avoiding printfs and using string builders instead; since wchar_t and TCHAR are not the same size on these platforms using %ls does not work), and a further fix for problems encountered with source compression when using wide chars in preprocessing instead of ansi chars.
#rb Laura.Hermanns
#jira UE-209753
[CL 32542773 by dan elksnitis in ue5-main branch]
[FYI] dan.elksnitis
Original CL Desc
-----------------------------------------------------------------
[shaders]
- modify the input hash debug dump mechanism to output an empty "debughash_<hash>" file instead of a txt file with the hash in contents, and always dump these files for the instance of the job that actually compiled
- the existing cvar will now just make it so these files are also dumped for jobs which hit in DDC or the job cache; we don't do this by default so there's only a single match for the debug hash for any given shader normally and it is inside the folder containing the full debug info, including those artifacts which are only output as a side effect of the compile step
- add the same hash as the first line in the stripped source code, so "debughash_<hash>" can be used as a search term in Everything to quickly find debug info associated with a shader (i.e. when looking at a capture in renderdoc or similar)
#rb Laura.Hermanns
#jira UE-209753
[CL 32448284 by dan elksnitis in ue5-main branch]
- modify the input hash debug dump mechanism to output an empty "debughash_<hash>" file instead of a txt file with the hash in contents, and always dump these files for the instance of the job that actually compiled
- the existing cvar will now just make it so these files are also dumped for jobs which hit in DDC or the job cache; we don't do this by default so there's only a single match for the debug hash for any given shader normally and it is inside the folder containing the full debug info, including those artifacts which are only output as a side effect of the compile step
- add the same hash as the first line in the stripped source code, so "debughash_<hash>" can be used as a search term in Everything to quickly find debug info associated with a shader (i.e. when looking at a capture in renderdoc or similar)
#rb Laura.Hermanns
#jira UE-209753
[CL 32436259 by dan elksnitis in ue5-main branch]
This regression happened when we added extraction of identifiers from attributes.
That is specifically needed for extracting name from a NodeID attribute.
To fix we now treat NodeID attributes as their own block type.
[FYI] Yuriy.ODonnell
[CL 32368430 by jeremy moore in ue5-main branch]
- Cherry pick commit 11ee8de from GitHub to fix issue with constant evaluation of intrinsics with LitFloat arguments.
- Disable assertion of function overloading for LitFloat types.
- Rebuilt DXC for Win64, Mac, Linux.
- Revert temporary UBA fix and use DXC binary hasing again for DDC key.
#rb Dan.Elksnitis
[FYI] Graham.Wihlidal, Yuriy.Odonnell, Florin.Pascu, Henrik.Karlsson
#rnx
[CL 32335434 by laura hermanns in ue5-main branch]
- Interpret floating-point literlas as 'float'-type instead of 'double'-type in ASTContext.
- Integrated missing fix in DeclPrinter.cpp that was accidentally reverted during GitHub merge.
#rnx
#rb graham.wihlidal
[FYI] Yuriy.Odonnell, Dan.Elksnitis, Chris.Kulla, Massimo.Tristano
[CL 32280236 by laura hermanns in ue5-main branch]
- Adding support for templated function return types (Texture2d<float> etc)
- Adding support for ignoring empty statements (ie a ";" without code before it)
#rb Laura.Hermanns
[CL 32263255 by christopher waters in ue5-main branch]
"ImageGetDigestStream" is used to hash the dxcompiler.dll and dxil.dll files to detect outdated SCW builds. This function is buggy on POSIX/Wine, which is used in UBA and causes all shader complations through DXC to fail.
#rb Yuriy.Odonnell
[FYI] Henrik.Karlsson, Dan.Elksnitis
#rnx
[CL 32262207 by laura hermanns in ue5-main branch]
- _Static_assert should be handled on the global scope.
- GetCurrentToken() doesn't advance to the next token, you have to PeekToken() and then MatchToken.
- No output was written on successful parsing of _Static_assert
- Removing debug assert when writing static_assert code back out.
#rb Laura.Hermanns
[CL 32250433 by christopher waters in ue5-main branch]
Add basic DX12 Work Graph support.
For this first pass there is no exposed RHI functionality for directly dispatching a work graph. Instead shader bundles have been extended to support a work graph based implementation.
Nanite compute materials now can use work graph shader bundles on D3D12 when r.Nanite.AllowWorkGraphMaterials and r.Nanite.Bundle.Shading are both set. Both of these default to off at the moment.
Also DataDrivenPlatformInfo now expose bSupportsWorkGraphs. This is false everywhere, but will be enabled for D3D12_SM6 as soon as we have the latest DXC shader compiler with lib_6_8 support submitted.
#rb Kenzo.Terelst, Yuriy.ODonnell
[CL 32196717 by jeremy moore in ue5-main branch]
This affects Vulkan, Metal, GLES, and SPIR-V based platform backends.
Warnings will not be treated as errors for intermediate shader code, such as the one generated by the HLSL rewriter for dead-code removal.
#rnx
#rb carl.lloyd, massimo.tristano
[CL 31645356 by laura hermanns in ue5-main branch]
_Static_assert statements (see HLSLStaticAssert.h) in HLSL were not handled in the HLSL parser used to remove unused interpolators.
#jira UE-206870
#rnx
#rb Yuriy.ODonnell
[CL 31612832 by laura hermanns in ue5-main branch]
- Disabled by default
- Removed MetalDerivedData and moved shader compiler specific code to seperate files
#rb Laura.Hermanns
#jira UE-204112
[CL 31527482 by carl lloyd in ue5-main branch]