Commit Graph

216 Commits

Author SHA1 Message Date
dmytro ivanov
b626912ca1 Adding UMaterial and UMaterialInstance asset validators
#rb Florin.Pascu

[CL 36757343 by dmytro ivanov in 5.5 branch]
2024-10-01 19:28:53 -04:00
joe kirchoff
4610804c4c Bump preferred WindowsSDK to 10.0.22621.0
#rnx

[CL 36755090 by joe kirchoff in 5.5 branch]
2024-10-01 19:05:13 -04:00
chad garyet
e1d14b86b4 rollback preferred WinSDK version to 10.0.19041
#rb none
[FYI] ryan.hummer, joe.kirchoff, stan.hormell

[CL 36749349 by chad garyet in 5.5 branch]
2024-10-01 18:05:01 -04:00
serge bernier
f3620d4994 Support Dynamic shader preloading. Similar to PSOPrecaching, we can load shaders on demand instead of preloading all of them when we load the package. This reduce the memory footprint on shaders since we only load shaders that will be used for rendering. Shader preloading also support the same code logic to delay the creation of the prender proxy when the shaders are not finished loading.
Save up to 16MB on some platforms.

#rb daniele.vettorel, danny.couture, Kenzo.Terelst
#tests 66d8b4154a47dde1dd226334



#ushell-cherrypick of 36036431 by serge.bernier (first of 2 submits)

[CL 36747837 by serge bernier in 5.5 branch]
2024-10-01 17:48:22 -04:00
joe kirchoff
877a7c3a22 Bump preferred WindowsSDK to 10.0.22621.0
#rnx
[FYI] john.huelin

[CL 36747470 by joe kirchoff in 5.5 branch]
2024-10-01 17:44:34 -04:00
dmytro ivanov
66f316960e Add support for preview shader platforms
#rb Florin.Pascu

[CL 36746840 by dmytro ivanov in 5.5 branch]
2024-10-01 17:39:03 -04:00
graham wihlidal
3f83db7963 Enable Nanite software VRS (contrast adaptive) on all appropriate platforms by default now
#rb christopher.fiala
[FYI] brian.karis, rune.stubbe, jamie.hayes

[CL 36454500 by graham wihlidal in 5.5 branch]
2024-09-19 17:55:31 -04:00
aleksander netzel
f22aed4334 Remove r.RayTracing.RequireSM6.
#rb jeannoe.morissette, mihnea.balta
#jira UE-224569
[RN] Ray tracing is no longer supported on SM5

[CL 36404245 by aleksander netzel in 5.5 branch]
2024-09-18 15:09:04 -04:00
joe kirchoff
9a770133d1 Downgrade preferred MSVC due to LTCG codegen causing runtime crash
#rnx

[CL 36337918 by joe kirchoff in 5.5 branch]
2024-09-17 11:50:39 -04:00
joe kirchoff
bf0b9c8d08 UnrealBuildTool: Intel ICX 2024.2 integration
[CL 36319956 by joe kirchoff in 5.5 branch]
2024-09-16 18:39:20 -04:00
joe kirchoff
e50330ee72 Bump minimum Windows SDK to 10.0.19041.0
#rnx

[CL 36231743 by joe kirchoff in 5.5 branch]
2024-09-12 12:11:39 -04:00
joe kirchoff
1036083900 Update minimum MSVC to 14.38.33130 & minimum Visual Studio 2022 to 17.8
[CL 36204271 by joe kirchoff in 5.5 branch]
2024-09-11 14:44:05 -04:00
Ryan Hummer
4af2fd066d Updating Dev-Release-5.5 from Main at CL #36144969
#okforversepublic

[CL 36146571 by Ryan Hummer in Dev-5.5 branch]
2024-09-10 10:26:02 -04:00
erica stella
e176831124 Add capsule direct shadows to mobile forward renderer
#jira UE-211645
#rb Florin.Pascu

[CL 36013178 by erica stella in ue5-main branch]
2024-09-04 12:38:39 -04:00
erica stella
49e49fb6fd Added movable point lights dynamic shadows in mobile forward renderer
#jira UE-211646
#rb Dmitriy.Dyomin, Florin.Pascu

[CL 36004303 by erica stella in ue5-main branch]
2024-09-04 08:00:07 -04:00
bob tellez
f363f1bdc3 [Backout] - CL35965427
[FYI] erica.stella
Original CL Desc
-----------------------------------------------------------------
Added movable point lights dynamic shadows in mobile forward renderer

#jira UE-211646
#rb Dmitriy.Dyomin, Florin.Pascu

[CL 35974859 by bob tellez in ue5-main branch]
2024-09-03 14:41:29 -04:00
laura hermanns
5f560f423b [Shaders] Set USING_VERTEX_SHADER_LAYER depending on DDPI values, not hard coded in shader backend. Reintroduced after backout 35892687.
- This also reverts the DDPI information from CL 35396864, since D3D does in fact support vertex shader layers (except for D3D11.2 or older).
- Don't set USING_VERTEX_SHADER_LAYER when geometry shaders are available; This resulted in ShaderMinifier not able to find the entry point.

#jira UE-221358
#rnx
#rb Arciel.Rekman, Sebastien.Hillaire
[FYI] Christopher.Waters, Graham.Wihlidal, Erica.Stella

[CL 35971246 by laura hermanns in ue5-main branch]
2024-09-03 12:41:06 -04:00
erica stella
cdfe4f12af Added movable point lights dynamic shadows in mobile forward renderer
#jira UE-211646
#rb Dmitriy.Dyomin, Florin.Pascu

[CL 35965433 by erica stella in ue5-main branch]
2024-09-03 09:20:10 -04:00
josh adams
739bd36312 Unshelved from pending changelist '35888658':
[Backout] - CL35885694
[FYI] keaton.stewart
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL35883107
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Get default target windows version from Windows_SDK.json
- Has a separate version for Arm64

#rb Joe.Kirchoff

[CL 35901482 by josh adams in ue5-main branch]
2024-08-29 14:17:32 -04:00
tiago costa
b2fac9e0f5 [Backout] - CL35880869
[FYI] Laura.Hermanns
Original CL Desc
-----------------------------------------------------------------
[Shaders] Set USING_VERTEX_SHADER_LAYER depending on DDPI values not hard coded in shader backend.

This also reverts the DDPI information from CL 35396864, since D3D does in fact support vertex shader layers (except for D3D11.2 or older).

#jira UE-221358
#rnx
#rb Arciel.Rekman
[FYI] Christopher.Waters, Erica.Stella

[CL 35892689 by tiago costa in ue5-main branch]
2024-08-29 06:14:57 -04:00
keaton stewart
8915e611bb [Backout] - CL35883107
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Get default target windows version from Windows_SDK.json
- Has a separate version for Arm64

#rb Joe.Kirchoff

[CL 35885700 by keaton stewart in ue5-main branch]
2024-08-28 19:24:02 -04:00
josh adams
343d75740b - Get default target windows version from Windows_SDK.json
- Has a separate version for Arm64

#rb Joe.Kirchoff

[CL 35883142 by josh adams in ue5-main branch]
2024-08-28 18:13:52 -04:00
laura hermanns
f2146abf9d [Shaders] Set USING_VERTEX_SHADER_LAYER depending on DDPI values not hard coded in shader backend.
This also reverts the DDPI information from CL 35396864, since D3D does in fact support vertex shader layers (except for D3D11.2 or older).

#jira UE-221358
#rnx
#rb Arciel.Rekman
[FYI] Christopher.Waters, Erica.Stella

[CL 35880876 by laura hermanns in ue5-main branch]
2024-08-28 17:09:14 -04:00
giacomo serafini
4ed9852e51 NNE - Settle hardware capability support for NNERuntimeHlsl
Problems:
* Hardware capability support is not enforced explicitly

Solutions:
* Put platform support checks in shader base's `ShouldCompilePermutation()` to skip compiling NNE shaders when target platform doesn't support them.
* Put current system support checks in `CanCreateModelRDG()`, disallowing model creation on unsupported systems
* Introduce WITH_NNE_RUNTIME_HLSL define enabling registration of the runtime only for supported systems (non-editor builds).

Tests:
* Win64 Editor PCD3D_SM6: manually checked that Hlsl OPs are getting executed
* Win64 Editor PCD3D_SM5: manually checked that shaders don't get compiled and that model creation fails with unsupported messages.
* Win64 Editor VULKAN_SM5: manually checked that shaders don't get compiled and that model creation fails with unsupported messages.
* Win64 Editor VULKAN_SM6: manually checked that shaders don't get compiled and that model creation fails with unsupported messages.
* Win64 Standalone PCD3D_SM6: manually checked that Hlsl OPs are getting executed
* Win64 Standalone PCD3D_SM5: manually checked that shaders don't get compiled, that Hlsl runtime doesn't get registered and that proper messages are emitted
* Win64 Standalone VULKAN_SM5: manually checked that shaders don't get compiled, that Hlsl runtime doesn't get registered and that proper messages are emitted
* Win64 Standalone VULKAN_SM6:manually checked that shaders don't get compiled, that Hlsl runtime doesn't get registered and that proper messages are emitted
* Supported Consoles: manually checked that Hlsl OPs are getting executed
* Mac Editor METAL_SM5: manually checked that shaders don't get compiled and that model creation fails with unsupported messages.
* Mac Editor METAL_SM6: manually checked that shaders are getting compiled (although compilation fails for an unrelated reason)
* Linux Editor VULKAN_SM5: manually checked that shaders don't get compiled and that model creation fails with unsupported messages.
* Linux Editor VULKAN_SM6: manually checked that shaders don't get compiled and that model creation fails with unsupported messages.
* Linux Standalone VULKAN_SM6:manually checked that shaders don't get compiled, that Hlsl runtime doesn't get registered and that proper messages are emitted

#rnx
#jira UE-218576
#rb florent.guinier

[CL 35491250 by giacomo serafini in ue5-main branch]
2024-08-13 08:38:20 -04:00
joe kirchoff
5dccf1940a UnrealBuildTool: Add sdk property for minimum Visual Studio version
#rnx

[CL 35435688 by joe kirchoff in ue5-main branch]
2024-08-09 17:01:11 -04:00