- RHISetShaderTexture, RHISetShaderSampler, RHISetUAVParameter, RHISetShaderResourceViewParameter, RHISetShaderUniformBuffer, RHISetShaderParameter
- Only removing from the interface, each RHI still uses them in conjunction with UE::RHICore::RHISetShaderParametersShared, which uses the RHI type and not the interface.
- These methods are not part of the "public" interface so no deprecation is needed.
#rb luke.thatcher
[CL 27605633 by christopher waters in ue5-main branch]
- Discovered that a number of RHISetShaderResourceViewParameter and RHISetUAVParameter implementations do nothing with null resources, meaning that RHISetShaderUnbinds calls end up doing zero work with all the overhead.
- Adding GRHIGlobals::NeedsShaderUnbinds for RHIs to signal they need/handle unbind commands.
- RHIs that actually do work with RHISetShaderUnbinds now set NeedsShaderUnbinds on startup.
- Removed RHISetShaderUnbinds implementations that did zero work.
#rb luke.thatcher
[CL 27554898 by christopher waters in ue5-main branch]
- Fixing implementations to handle source offsets.
- Fixing implementations to handle source data smaller than the image's pitch (very small regions).
- Fixing implementations to handle RHI bypass correctly.
#rb Dmitriy.Dyomin, Florin.Pascu, Jeannoe.Morissette, Luke.Thatcher, Mihnea.Balta
[CL 26920943 by christopher waters in ue5-main branch]
- add a new shader platform (SP_METAL_SIM) to support iOS Simulator specific compilation requirements
- update iOS sim #define WITH_SIMULATOR to WITH_IOS_SIMULATOR
#jira UE-168571
#rb carl.lloyd
[CL 26850475 by adam kinge in ue5-main branch]
- .ini settings for using SwiftUI main function
- this will eanble #defines, etc, to enable some embedded style functionality in UE, where SwiftUI will trigger when to create the engine/view/etc
- assume fully immersive mode, which uses CompositorServices to get drawables from SwiftUI land
- Added some code to FMetalViewport for using Composotir layer/drawable instead of CoreAnimation layer/drawable
- If the .ini setting is false, then it will use the original VIsionOS support which works generally in the simulator
- Also removed -lc++ commandline which was causing "duplicate -lc++" warning when building in recent Xcode
#rb adam.kinge
[CL 26769312 by Josh Adams in ue5-main branch]
- Disable COMPILER_SUPPORTS_WAVE_VOTE for Mac
- Fixed bug where Texture2DArray was flattened due to atomics, but bound as Texture2D
- Fixed bug where defines were read incorrectly in shader compiler
#rb Zack.Neyland, Jamie.Hayes
[CL 26291315 by carl lloyd in ue5-main branch]
[FYI] keaton.stewart
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL26221679 [Main CIS Issue] Errors in Incremental FortniteServer Linux and Incremental Compile Monolithics - Linux
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Very super early support for VisionOS (requires Xcode 15 beta2 or later).
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland
[CL 26226852 by josh adams in ue5-main branch]
#fyi Josh.Adams
#jira FORT-626566 (edited)
Original CL Desc
-----------------------------------------------------------------
- Very super early support for VisionOS (requires Xcode 15 beta2 or later).
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland
[CL 26223564 by keaton stewart in ue5-main branch]
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland
[CL 26221679 by Josh Adams in ue5-main branch]