Commit Graph

704 Commits

Author SHA1 Message Date
steve robb
92463911c8 Fixed mismatched printf format arguments.
#rb brandon.schaefer

[CL 33264801 by steve robb in ue5-main branch]
2024-04-26 11:02:47 -04:00
tim smith
956cd96221 Added documentation to the PreloadNamedModules live coding setting
#rnx
#rb Tim.Smith

[CL 33260287 by tim smith in ue5-main branch]
2024-04-26 06:57:17 -04:00
jeremy moore
ba42a867b2 #jira UE-209673
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]
2024-04-22 14:59:28 -04:00
henrik karlsson
16360300e5 Fixed non unity compile errors
[CL 32947049 by henrik karlsson in ue5-main branch]
2024-04-12 18:02:03 -04:00
VesCodes
004d5cae1c PR #11437: LiveCoding: Fix crash patching headless editor instances
#jira UE-206330
#rb Tim.Smith

[CL 32589028 by VesCodes in ue5-main branch]
2024-03-28 15:19:29 -04:00
christopher waters
cb17f328e6 Unifying bindless code generation.
- 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]
2024-03-20 14:41:02 -04:00
matanshukry
4de594b05f [DXC] DXC release-1.8.2403 update; Re-introduce CL 32167265 with fixes.
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]
2024-03-14 16:16:24 -04:00
christopher waters
63dcb443e0 Removing LogD3D11ShaderCompiler and LogD3D12ShaderCompiler in favor of LogD3DShaderCompiler.
#rb Laura.Hermanns

[CL 32250370 by christopher waters in ue5-main branch]
2024-03-14 13:29:58 -04:00
christopher waters
5a8c01556a Adding proper SM6.8 support to ShaderFormatD3D
- 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]
2024-03-13 13:48:54 -04:00
christopher waters
cd0d92d515 Moving copy-pasted code into ShaderCompilerCommon.
#rb dan.elksnitis, jeannoe.morissette

[CL 32215186 by christopher waters in ue5-main branch]
2024-03-13 11:33:04 -04:00
julien stjean
67d9048ae5 Large perf improvement for the editor in a large project:
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]
2024-03-13 10:24:34 -04:00
jeremy moore
804418158d #jira UE-206245, UE-206247
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]
2024-03-12 18:42:09 -04:00
bob tellez
786acc30b5 [Backout] - CL32167265
[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]
2024-03-11 23:38:27 -04:00
laura hermanns
183be489c9 [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 32167352 by laura hermanns in ue5-main branch]
2024-03-11 17:55:53 -04:00
graham wihlidal
831fff0c59 Added CFLAG_ShaderBundle and decorated Nanite CS materials with it (some platforms can use this to build relevant data structures for internal bundle implementations).
#rb yuriy.odonnell
[REVIEW] https://p4-swarm.epicgames.net/reviews/32011926

[CL 32012726 by graham wihlidal in ue5-main branch]
2024-03-05 00:40:11 -05:00
christopher waters
15bede992d Entire engine compiling with -DisableUnity -IncludeHeaders
[CL 31778133 by christopher waters in ue5-main branch]
2024-02-23 16:51:32 -05:00
christopher waters
62f06a4bb7 Disabling PLATFORM_SUPPORTS_CONSTANTBUFFER_OBJECT for now.
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]
2024-02-22 18:32:53 -05:00
christopher waters
68308c5193 Shader statistics
- 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]
2024-02-22 18:16:34 -05:00
josh adams
ddf367b168 - Set all *TargetPlatform.Build.cs's to set the new SDKVersionRelevantPlatforms list so that per-project SDK version overrides will compile unique versions of those modules when that platform's SDK version of overridden
[FYI] Florin.Pascu
#rb Joe.Kirchoff

[CL 31665032 by josh adams in ue5-main branch]
2024-02-20 20:01:11 -05:00
christopher waters
5a0e169c6d Getting more headers compiling solo on Win64.
#rb joe.kirchoff, henrik.karlsson

[CL 31663239 by christopher waters in ue5-main branch]
2024-02-20 18:57:35 -05:00
florin pascu
b10df2c9a1 Re-submit Desktop Platforms TP Refactor TPC/TPS Windows/Mac/Linux/WINGDK
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]
2024-02-15 11:46:19 -05:00
florin pascu
aa7c58b0c7 [Backout] - CL31378447
[FYI] Florin.Pascu
Original CL Desc
-----------------------------------------------------------------
Desktop Platforms TP Refactor TPC/TPS Windows/Mac/Linux/WINGDK
#jira UE-206488
#rb Brandon.Schaefer, Josh.Adams

[CL 31397940 by florin pascu in ue5-main branch]
2024-02-12 16:14:58 -05:00
florin pascu
20bd6eddc1 Desktop Platforms TP Refactor TPC/TPS Windows/Mac/Linux/WINGDK
#jira UE-206488
#rb Brandon.Schaefer, Josh.Adams

[CL 31378452 by florin pascu in ue5-main branch]
2024-02-12 06:54:43 -05:00
robert millar
69d430b79c Add synchronous version of live coding compile command for use with cmdlink tool/remote console commands in general
[CL 31067089 by robert millar in ue5-main branch]
2024-01-31 17:07:52 -05:00
arciel rekman
4c3e0b8db3 Fix inability to cook spline meshes by a cooked cooker (resubmit after backout in CL 30847866).
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]
2024-01-24 14:43:39 -05:00