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]
- Array-based bindless (Vulkan) only needed one more piece of data to use "GenerateBindlessAccess"
- Now all bindless shader platforms will generate a getter function for each bindless resource/sampler.
#rb dan.elksnitis, jeannoe.morissette
[CL 32375983 by christopher waters in ue5-main branch]
This re-introduced the backed-out CL for the DXC update including fixes to detect derivitive opcodes in DXIL containers and a null-pointer fix in the DXIL code generator (GitHub draf #6411).
Only the Windows binary is updated since no other platform uses the DXIL code generator. Linux and Mac binary updates will follow in a separate CL.
Also replaced DXIL binary with v1.8 obtained from https://github.com/microsoft/DirectXShaderCompiler/releases/tag/v1.8.2403
#jira UE-203636
#rb Graham.Wihlidal, Jeremy.Moore
[FYI] Bob.Tellez, Dan.Elksnitis
[CL 32257727 by matanshukry in ue5-main branch]
- Only WorkGraph shaders use this currently.
- SM6.8 needs to set the __SHADER_TARGET_MAJOR and __SHADER_TARGET_MINOR defines
- Changing some logic that was SM6.6 specific to now allow the higher shader model.
#rb Jeremy.Moore
[CL 32220197 by christopher waters in ue5-main branch]
Reworked the ClassDataSource so that it doesn't require a full data refresh when a module is Loaded, Unloaded or Reloaded.
Deprecated the capacity for a ContentBrowser Data Source to request a full data refresh since this doesn't well scale on large projects.
Added a way to query a IReload for the classes that were reinstancited.
Fixed a bug in the FNativeClassHierarchy::GatherMatchingNodesForPaths function. It failed a getting a existing class node if a folder in its path had the same name has the class.
#jira UE-208789
#rb kevin.macaulayvacher
[CL 32212553 by julien stjean 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]
[FYI] Laura.Hermanns
Original CL Desc
-----------------------------------------------------------------
[DXC] DXC release-1.8.2403 update
This is the last CL of the DXC update including the binary files and API headers. The other CLs including all source changes are:
- 32164743 SPIRV-Headers
- 32166600 SPIRV-Tools
- 32165724 SPIRV-Cross
- 32165890 DirectXShaderCompiler
- 32165937 ShaderConductor
- 32165762 googletest
- 32165815 cxxopts
#jira UE-203636
#rb Graham.Wihlidal, Carl.Lloyd, JeanNoe.Morissette, Florin.Pascu, Serge.Bernier
[FYI] Dan.Elksnitis, Jason.Nadro, Yuriy.Odonnell, Jeremy.Moore
[CL 32172513 by bob tellez in ue5-main branch]
This is the last CL of the DXC update including the binary files and API headers. The other CLs including all source changes are:
- 32164743 SPIRV-Headers
- 32166600 SPIRV-Tools
- 32165724 SPIRV-Cross
- 32165890 DirectXShaderCompiler
- 32165937 ShaderConductor
- 32165762 googletest
- 32165815 cxxopts
#jira UE-203636
#rb Graham.Wihlidal, Carl.Lloyd, JeanNoe.Morissette, Florin.Pascu, Serge.Bernier
[FYI] Dan.Elksnitis, Jason.Nadro, Yuriy.Odonnell, Jeremy.Moore
[CL 32167352 by laura hermanns in ue5-main branch]
We can't get usage information from reflection with this enabled, mainly for bindless, so we'll need to revisit this later.
#rb Laura.Hermanns
[CL 31741310 by christopher waters in ue5-main branch]
- Adding utility function for easier additions to FShaderCompilerOutput::ShaderStatistics
- Simplified existing uses of FShaderCompilerOutput::ShaderStatistics
- Reworked D3D compilation to allow DXC vs FXC to specify their different shader limits.
- Adding Shader Statistics for D3D SamplerState and Resource usages.
- Adding Shader Statistics for D3D SM6.6 bindless resource usages.
#rb Jason.Nadro, Laura.Hermanns
[CL 31740056 by christopher waters in ue5-main branch]
Section Names for Windows/Mac/Linux/WindGDK will use the old names for compatibility.
#jira UE-206488
#rb Brandon.Schaefer, Josh.Adams
[CL 31522656 by florin pascu in ue5-main branch]
Cooked cooker is a relatively new platform in Unreal that allows producing a cooked editor build and using it to cook new assets (e.g. DLC for the base game). Such cooked cooker build is faster to load than the original editor build that would cook from the source assets, and it can also be more easily deployed to cloud environments.
The problem this fix is solving is as follows:
1) Spline mesh needs collision data from the static mesh it deforms. This collision data is usually derived from its render data.
2) Cooked cooker target platform (see TCookedCookerTargetPlatform) is basically a server build, assets cooked for this platform do not store render data.
3) If a new (uncooked) spline mesh is referencing a static mesh from the base build, it fails to get its collision data because the render data was stripped when producing the cooked version of the base build.
The solution is
- to introduce a new target platform feature that allows to distinguish cooked cooker target platform from other platforms that strip audio-visual data.
- when cooking static meshes for a "cooked cooker" target get a separate copy of the asset's collision data and save it inline in the cooked asset.
- inside the cooked cooker, use this copy as static mesh's collision data instead of trying to derive it from (non-existent at that point) static mesh's render data.
- James Singer reviewed the fixed change.
#rb Brian.Marshall1, Francis.Hurteau, Benn.Gallagher, James.Singer
[CL 30857184 by arciel rekman in ue5-main branch]