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- PCD3D_SM5 and PCD3D_SM6 had a unique situation of having identical (bytecode-wise and output hash-wise) shaders (raytracing is allowed in PCD3D_SM5). This resulted in those IoStore chunks being deduplicated, however, the actual contents were not identical due to optional data (which isn't included in the shader hash, see UE-166389). - This fix makes sure we don't use just the shader hash alone to produce IoStore chunk hashes. Hash will now include the shader size and the shader format name. - A few early guards added here and there to detect the problem early. Also fixed a memory leak in UnrealPak pointed by CM. #rb [at]Yuriy.ODonnell, [at]CarlMagnus.Nordin, [at]Christopher.Waters, [at]Jason.Nadro #jira UE-165785 #preflight 633f3beed718720d2d58f37e [CL 22402802 by arciel rekman in ue5-main branch]