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Local shader compiler: - Not making 1 job batches (for High prio jobs) on startup - Randomizing pending job selection to reduce chance that multiple 60+ sec jobs get into a single batch (the above have the most effect on speed up, below is optional/misc) - Pushing the completed jobs back to manager before, and not after, pulling new ones to reduce idle time - Processing jobs in FIFO rather than LIFO order (change to LIFO seems like an ODSC regression? Hard to say definitively if it's a regression from the numbers, but seems odd to have the earliest jobs processed last) - Parallel processing of input and output files (starts sequential by default to reduce the CPU overhead, but is enabled if we ever see too long write/read) - More insights scopes Distributed: - Not avoiding local machine for XGE on startup Both: - Input file compression (disabled by default, need to better figure out when it's beneficial in a general case. Mostly for people with really slow I/O and XGE over VPN). - More stats, also more dense stat output. Removed an unimportant one, added stats about the batches. #rb Jason.Nadro, Ben.Ingram #[review] @Jason.Nadro, @Ben.Ingram #preflight 6132ec79bf137d0001ae91ee #jira UE-125101 #ushell-cherrypick of 17448576 by Arciel.Rekman [CL 17448989 by Arciel Rekman in ue5-main branch]
22 lines
403 B
C#
22 lines
403 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class XGEController : ModuleRules
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{
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public XGEController(ReadOnlyTargetRules TargetRules)
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: base(TargetRules)
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{
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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"Core",
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// all these below are only to get access to GShaderCompilingManager
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"Slate",
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"RHI",
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"RenderCore",
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"Engine",
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});
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}
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}
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