- number of supplied parameters less or more than the number of specifiers used in format string
- invalid format string specifiers used
#rb Matt.Peters
[CL 16315056 by ionut matasaru in ue5-main branch]
- Pipeline caches had serialization code for the new types but wasn't creating the shaders on preload
- Fixing the cache commandlet to be flexible with the supported shader types.
#jira none
#rb jason.nadro, arciel.rekman
[CL 15801914 by christopher waters in ue5-main branch]
#rb none
[FYI] josh.adams
#rnx
#ROBOMERGE-SOURCE: CL 13119430 via CL 13119444 via CL 13119470
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v687-13115495)
[CL 13119491 by jeff newquist in Main branch]
#rb none
#ROBOMERGE-SOURCE: CL 13065270 via CL 13065276 via CL 13065281
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v686-13045012)
[CL 13065291 by jonas meyer in Main branch]
Add freezable hash table, use to accelerate lookup of shaders within ShaderMap
- Shaders are searched by TypeName and PermutationId, so move those fields out of FShader and into separate arrays inside ShaderMap, to reduce cache misses while finding shaders
#rb none
#ROBOMERGE-OWNER: ben.ingram
#ROBOMERGE-AUTHOR: ben.ingram
#ROBOMERGE-SOURCE: CL 13053391 in //UE4/Release-4.25/... via CL 13053394 via CL 13053520
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v686-13045012)
[CL 13053522 by ben ingram in Main branch]
Fix issues causing material DDC values to be non-determinisic
- Shader code within resources sorted by hash
- Debug source code values sorted by type
Also add mechanism to serialize any MemoryLayout described type to string
- Makes it easier to inspect material data to find sources of non-determinism
#rb none
#ROBOMERGE-OWNER: ben.ingram
#ROBOMERGE-AUTHOR: ben.ingram
#ROBOMERGE-SOURCE: CL 12944988 in //UE4/Release-4.25/... via CL 12944998 via CL 12957822
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)
[CL 12957827 by ben ingram in Main branch]
- Shaders are searched by TypeName and PermutationId, so move those fields out of FShader and into separate arrays inside ShaderMap, to reduce cache misses while finding shaders
#rb none
#ROBOMERGE-OWNER: ben.ingram
#ROBOMERGE-AUTHOR: ben.ingram
#ROBOMERGE-SOURCE: CL 12646854 via CL 12646966 via CL 12646981
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)
[CL 12646995 by ben ingram in Main branch]
#rb Ben.Ingram
#jira UE-91432
#ROBOMERGE-SOURCE: CL 12513296 in //UE4/Release-4.25/... via CL 12513299 via CL 12513301
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v673-12478461)
[CL 12513305 by arciel rekman in Main branch]