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]
[FYI] erica.stella
Original CL Desc
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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]
- 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]
[Backout] - CL35885694
[FYI] keaton.stewart
Original CL Desc
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[Backout] - CL35883107
[FYI] Josh.Adams
Original CL Desc
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- 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]
[FYI] Laura.Hermanns
Original CL Desc
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[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]
[FYI] Josh.Adams
Original CL Desc
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- 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]
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]
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]