#fyi wouter.dek
The problem with this change is that late-created shader types will not be in the shadertype list and as such will not be included in the shader map even if their ShouldCompilePermutation() would return true.
Original CL Desc
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Convert shader type and parameter struct metadata from global variables to static locals to defer initialization. This allows us to create these types dynamically at startup, while keeping the rest of the infrastructure as is.
#preflight 63eca58e7d2ec3d2fd286d9a
#rb zach.bethel
[CL 24240825 by Arciel Rekman in ue5-main branch]
[FYI] christopher.waters
Original CL Desc
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RHI header dependency cleanup
- Reducing other header dependencies from RHIDefinitions.h
- Moved a few functions to the new RHIStrings.h
- Uniform buffer layout initializer moved to its own file to reduce RHI dependency on MemoryLayout.
#preflight 63bca752577437afe604b097
[CL 23631957 by bob tellez in ue5-main branch]
- Reducing other header dependencies from RHIDefinitions.h
- Moved a few functions to the new RHIStrings.h
- Uniform buffer layout initializer moved to its own file to reduce RHI dependency on MemoryLayout.
#preflight 63bca752577437afe604b097
[CL 23631946 by christopher waters in ue5-main branch]
- Remove shader platform specific info from uniform buffers, we can generate code with macros that translates to what each platform needs.
- With the per-platform differences removed, uniform buffer declarations (read: generated text) can be created once per shader parameter type that needs them instead of once per shader type's shader parameter type usage.
- FShaderType and FVertexFactoryType now hold a TSet of used uniform buffer names instead of a TMap that held potentially duplicated FStrings of uniform buffer defintions.
- Lists of uniform buffers are *potentially* different per platform, so the annoying CachedUniformBufferPlatform variables need to stick around for now.
- GenerateReferencedUniformBuffers renamed to GenerateReferencedUniformBufferNames and now populates a TSet instead of a TMap.
- ShaderType::AddReferencedUniformBufferIncludes renamed to ShaderType::AddUniformBufferIncludesToEnvironment which calls the shared UE::ShaderParameters::AddUniformBufferIncludesToEnvironment.
- CreateUniformBufferShaderDeclaration moved to UE::ShaderParameters::CreateUniformBufferShaderDeclaration and now returns its FString.
- CacheUniformBufferIncludes was removed since it was only populated values from CreateUniformBufferShaderDeclaration.
- Deprecated FShaderCompilerInput::SourceFilePrefix since nothing has populated it in 9 years.
#jira none
#rb dan.elksnitis, yuriy.odonnell
#preflight 63643e5ff233f06a127c11c1
[CL 22988611 by christopher waters in ue5-main branch]
This technique is guarded with by a projected settings. It is currently only supported on PC Dx12. This is the initial step for fine grain/per-pixel sorting.
#rb sebastien.hillaire
#jira none
#preflight 623a1884bc1cf2803867d8f8
[CL 19470340 by charles derousiers in ue5-main branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
This should fully address UniformBufferLayout/UniformBuffer crashes that randomly happen during shader compiling in the Editor.
#jira none
#rb arciel.rekman, ben.ingram, mihnea.balta, stu.mckenna, will.damon
#preflight 611eb6c6008be90001f8b031
#ROBOMERGE-SOURCE: CL 17243608 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17243630 by christopher waters in ue5-release-engine-test branch]
More work to do but this is a minimal functional starting point.
#rb halfdan.ingvarsson
#preflight 609da63e046b9d00010b8246
#ROBOMERGE-SOURCE: CL 16321681 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v804-16311228)
[CL 16321699 by jeremy moore in ue5-release-engine-test branch]