* Track namespaces for symbols
* Re-emit namespace scopes
* Conservatively include symbols from all namespaces in minified code (as if they were all global)
* Additional parsing work will be required to more accurately track used symbols based on active namespaces (i.e. handle `using` keyword, etc.)
* Added RemoveDeadCode() overload that takes an explicit list of required symbols instead of just an entry point name
#rb dan.elksnitis
#preflight 6398be5e35203bc7aa7f9b47
[CL 23494729 by Yuriy ODonnell in ue5-main branch]
MPCook and Shaders: Change ShaderSymbolExport to export to different .zip files when in a -MultiprocessId environment.
Add part of the implementation for merging the different zip files created by CookWorkers together. The rest of the implementation requires reading from .zip files and will be coming in a future change.
#rb Christopher.Waters, Zousar.Shaker
#rnx
#preflight 6377fcedfa348e8480e25a2b
[CL 23209604 by Matt Peters in ue5-main branch]
- Making ConstantBufferType a constructor only argument. This removes the duplicated logic of calling ShouldUseStableConstantBuffer.
- Moving ShouldUseStableConstantBuffer to ShaderCompilerCommon.
- Made UE::ShaderCompilerCommon::ParseParameterType array arguments const
#jira UE-166341
#rb Guillaume.Abadie
#preflight 634eeceea1527f6b3bda9ff0
[CL 22608320 by christopher waters in ue5-main branch]
- Refactoring FShaderParameterParser to use more string views since we can rely on OriginalParsedShader not changing.
- Split FShaderParameterParser::ParseAndMoveShaderParametersToRootConstantBuffer into smaller functions
- Moving FShaderParametersMetadata::IterateShaderParameterMembers into the only module it's used in, ShaderParameterParser.cpp
- Adding CFLAG_BindlessResources which will be set when ENABLE_BINDLESS_RESOURCES is set
- Adding CFLAG_BindlessSamplers which will be set when ENABLE_BINDLESS_SAMPLERS is set
- Adding resource/sampler detection and conversion to bindless in FShaderParameterParser
#jira UE-139616
#rb guillaume.abadie, jeannoe.morissette, yuriy.odonnell, laura.hermanns
#preflight 62d180cce468fcfd0b7001a0
[CL 21111994 by christopher waters in ue5-main branch]
Changed ShaderArchive, GlobalShaderCache, ShaderDebugInfo and Autogen to use ShaderPlatformName and not ShaderFormat when naming their output files.
#rb Jack.Porter, Chris.Waters, Mihnea.Balta, Jason.Nadro
#jira UE-120561
#preflight 62c31f6fc9410537282296c6
[CL 20937870 by Florin Pascu in ue5-main branch]
- Adding support for bindless resources/samplers. The loose resources have to be wrapped in a macro that generates an index and proxy resource when bindless is enabled. Reflection has to parse these differently from other resources since they're parsed as uint parameters. The runtime also has to bind these differently since they end up needing to find their real resource in the binding data and then update a constant buffer.
- To assist in conversions, the shader compiler will detect if a shader is compiled with both bindless and non-bindless resources/samplers and will emit errors if that is the case.
- Adding support for bindless Uniform Buffer resources/samplers. Because Uniform Buffers aren't per-shader, they'll always update their constants with the bindless indices of their resources.
- Adding more flags to FShaderCodePackedResourceCounts required changing all the array initializations to individual parameters since not all the new flags are used everywhere.
- No shaders have been configured to support bindless resources/samplers. Yet.
#jira UE-139616
#rb zach.bethel, arciel.rekman
#preflight 6282b8ec44349a6581a21a39
[CL 20250348 by christopher waters in ue5-main branch]
Since the cbuffer uses the same name as the struct, we have to rename the cbuffer using a consistent prefix. The reflection handling also needs to reinterpret the renamed cbuffer as the correct UniformBuffer.
#jira none
#rb mihnea.balta
#preflight 626c1762ce3959ce8fe7766e
[CL 20026049 by christopher waters in ue5-main branch]
- backing out due to assertions in Vulkan shader compiler
- constant buffer renaming causes failures to lookup parameter name
#preflight 625f6ed5e239763df51ba585
#fyi christopher.waters
Original CL Desc
-----------------------------------------------------------------
Migrating back to using UniformBuffer structs.
Since the cbuffer uses the same name as the struct, we have to rename the cbuffer using a consistent prefix. The reflection handling also needs to reinterpret the renamed cbuffer as the correct UniformBuffer.
#jira none
#rb kenzo.terelst
#preflight 625edc5f034d8924cdcc35e2
[CL 19825755 by eric mcdaniel in ue5-main branch]
Since the cbuffer uses the same name as the struct, we have to rename the cbuffer using a consistent prefix. The reflection handling also needs to reinterpret the renamed cbuffer as the correct UniformBuffer.
#jira none
#rb kenzo.terelst
#preflight 625edc5f034d8924cdcc35e2
[CL 19813742 by christopher waters in ue5-main branch]
This is a prerequisite for upcoming bindless changes as it centralizes key points where we register the different binding types.
#jira none
#rb jason.nadro, eric.mcdaniel, jeannoe.morissette
#preflight 62574453f7476d662c8dd2fe
[CL 19761676 by christopher waters in ue5-main branch]