#rb Lukas.Hermanns
[FYI] Dmitriy.Dyomin
#ROBOMERGE-OWNER: carl.lloyd
#ROBOMERGE-AUTHOR: carl.lloyd
#ROBOMERGE-SOURCE: CL 18309759 via CL 18309767 via CL 18310351 via CL 18310386 via CL 18310920 via CL 18310950 via CL 18312599 via CL 18312697
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18312969 by carl lloyd in ue5-release-engine-test branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
- Bindless rendering is not enabled anywhere yet.
- Adding bSupportsBindless to DDSPI.
- Moving ED3D12DescriptorHeapType into RHI and renaming to ERHIDescriptorHeapType.
- Adding FRHIDescriptorHandle for public usage of bindless indices.
- Adding GetBindlessHandle() to RHI SamplerState, SRV, UAV.
- Adding GetDefaultShaderResourceView() to RHI Textures.
- Adding bindless Sampler heap support to D3D12.
- Cleaned up some common shader code in prep for future bindless work.
#jira none
#rb mihnea.balta
#preflight 6169f8fafeab330001591bd0
#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 17846249 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v883-17842818)
[CL 17846289 by christopher waters in ue5-release-engine-test branch]
//UE5/Release-5.0/...
to //UE5/Main/...
#ROBOMERGE-AUTHOR: carl.lloyd
#ROBOMERGE-SOURCE: CL 17784827 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v881-17767770)
[CL 17784849 by carl lloyd in ue5-release-engine-test branch]
Also remove further references to Hull and Domain shaders as tessellation is no longer supported in UE5.
#rb Will.Damon, Brian.White, Christopher.Waters, Jeannoe.Morissette
[FYI] Carl.Lloyd, Florin.Pascu, Ryan.Vance, Rolando.Caloca, Mihnea.Balta
#jira none
#rnx
#ROBOMERGE-SOURCE: CL 17408818 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17408845 by lukas hermanns in ue5-release-engine-test branch]
- Splitting symbol generation and shader "debug info" generation into two different cvars. This should now allow us to generate symbols post-packaging without generating different shader variants. This should also enable us to always generate symbols and still have the final deduplicated shader sizes.
- r.Shaders.Symbols is now the primary way to enable shader symbols for debugging.
- r.Shaders.GenerateSymbols can be enabled to always generate symbols without writing them to disk.
- r.Shaders.WriteSymbols can be used to force write symbols if they were previously generated.
- r.Shaders.ExtraData can be used to generate shader names for engine runtime systems to use.
- NotifyShaderCooked replaced with NotifyShaderCompiled, prep for upcoming non-cook symbol writing.
- PC DXC shader compiles should only generate debug info when requested, not all the time.
- PC FXC shader compiles should generate debug info when requested, not just when r.Shaders.Optimize is 0.
#jira none
#rb arciel.rekman, lukas.hermanns
#preflight 611ad9035e737200015992db
#ROBOMERGE-SOURCE: CL 17186155 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17186162 by christopher waters in ue5-release-engine-test branch]