Due to the fact that UnrealPak doesn't load INIs, the cvar was always its default value. This, combined with the fact that shaders don't store what codec they are compressed with means that setting this cvar to anything other than default (oodle) causes a crash in UnrealPak as DecompressShader will try to decompress with Oodle independent of the actual codec. Rather than plumb this information down through ProjectParams, I felt it prudent to just always use Oodle.
Additionally, in order to facilitate faster iteration times for development build farm jobs, the shader compression level used during UnrealPak will inherit from the overall package compression level set via Project Settings (PackageCompressionLevel_*).
This tacitly avoids patch issues as the default shader compression level happens to be the default package compression level, except now it inherits any faster levels for iteration time.
Note that we still use Mermaid as the codec as it's faster for decompressing than Kraken, which we care about for shaders.
#rb Fabian.Giesen
#rb Arciel.Rekman
#preflight 63e2f94c786751d1e0ffb290
[CL 24092953 by dan thompson in ue5-main branch]
- Hexdump of the whole compressed shader will be dumped if small enough (which is what we're seeing mostly).
#rb Jason.Nadro
[REVIEW] [at]Jason.Nadro
#jira UE-159777
#preflight 6335b508f76de2d4d55a858c
[CL 22262833 by arciel rekman in ue5-main branch]
Things to note regarding this pass:
* No includes are currently being removed from public headers.
* Any private file that has a #if is currently not being updated.
#rb Devin Doucette and Marc Audy
#preflight 62c62086756222ced497ff95
#preflight 62c626d12f2d04691814d331
#preflight 62c630107e606620fdd64e31
#preflight 62c635c6756222ced49a13cf
[CL 20979027 by bryan sefcik in ue5-main branch]
- Only the first 20 bytes of the RawHash field in the header will be consumed.
- In a subsequent change, the last 12 bytes of the RawHash field will be set to zero for new compressed buffers.
- Leveraged composite buffers to avoid performing an extra copy of compressed blocks.
- Updated FBlockEncoder::Compress to always use ParallelFor.
- Added ParallelForWithPreWorkWithTaskContext.
#preflight 622ba3869b7ce6ea5d44b7ab
#rb Zousar.Shaker
#rnx
[CL 19360767 by Devin Doucette in ue5-main branch]
special case 1 block fast path
in multi-block case, run hash on thread too
#preflight 621e3c3ead75a7f58fc2a39e
#rb fabian.giesen
[CL 19207211 by charles bloom in ue5-main branch]
still defaults to 2 for game runtimes
significant speedup in iostore compression at fast compress levels
#preflight 620be31f01253d2e19e2ad2d
#rb pj.kack
[CL 18999615 by charles bloom in ue5-main branch]
#rb fabian.giesen
#preflight
#ROBOMERGE-AUTHOR: charles.bloom
#ROBOMERGE-SOURCE: CL 18599232 in //UE5/Release-5.0/... via CL 18599279 via CL 18599348
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18599390 by charles bloom in ue5-main branch]
- Provides about 8% runtime memory savings (in local tests).
- Also, adds more compression types for shaders.
- Impact on the shader compilation (in SCWs) seems to be negligible in local tests.
#rb Devin.Doucette, Charles.Bloom
[REVIEW] [at]Devin.Doucette, [at]Charles.Bloom, [at]Jason.Nadro
#jira UE-136845
#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 18502862 via CL 18503105 via CL 18503112 via CL 18505939 via CL 18505950
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18505961 by arciel rekman in ue5-release-engine-test branch]
The size check was removed from the decoders during the addition of FCompressedBufferReader, but is needed to avoid asserts when attempting to decompress a buffer that is too small.
#rb Paul.Chipchase
#rnx
#preflight 61b8a79d2e65a1df0462c95b
#ROBOMERGE-AUTHOR: devin.doucette
#ROBOMERGE-SOURCE: CL 18457919 in //UE5/Release-5.0/... via CL 18457926
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v898-18417669)
[CL 18457953 by devin doucette in ue5-release-engine-test branch]
Requiring the use of a separate reader type makes it more likely that readers will be reused, and makes it easier to audit reader usage going forward. Reusing readers is desirable to reduce the number of large temporary allocations made during partial decompression of a buffer.
- Added FCompressedBuffer::Save(FArchive&) and renamed FromCompressed(FArchive&) to Load(FArchive&).
- Added FCompressedBufferReaderSourceScope to set a buffer source within a scope.
- Added proper bounds checks to FNoneDecoder.
- Store the header checksum on the decoder context to allow raw blocks to be reused across sources.
- Decode the header on the fly to avoid a temporary header allocation when the header is in contiguous memory.
#rb Zousar.Shaker
#rnx
#preflight 61a98d53800738dbfbc84c73
#ROBOMERGE-AUTHOR: devin.doucette
#ROBOMERGE-SOURCE: CL 18382211 in //UE5/Release-5.0/... via CL 18382310
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18382377 by devin doucette in ue5-release-engine-test branch]