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*** This change will incur a full shader invalidation across all platforms ***
Issues:
- Some platforms require async compute dispatch indirect arguments to not cross specific memory boundaries
- This places restrictions on the valid sizes for a dispatch indirect argument set. We were not conforming to these restrictions which could result in GPU crashes on these async passes
Fixes:
- FRHIDispatchIndirectParameters is padded out to meet per-platform memory boundary restrictions
- This is driven via new per-platform preprocessor define PLATFORM_DISPATCH_INDIRECT_ARGUMENT_BOUNDARY_SIZE
- Some platforms require FRHIDispatchIndirectParameters to align with their internal structure hence we cannot universally size to meet all platform's requirements
- Introduce new FRHIDispatchIndirectParametersNoPadding for uses when we explicitly do not want the padding and otherwise avoid the memory boundary restrictions
- Revise and expand indirect argument validation code to catch further such issues in the future
- Update shaders which write to dispatch indirect argument buffers to account for optional per-platform padding
- New utility function WriteDispatchIndirectArgs introduced to faciliate this
- platforms which require other than the default nonpadded dispatch indirect arguments must define DISPATCH_INDIRECT_UINT_COUNT and their own WriteDispatchIndirectArgs in their CommonPlatform.ush
- move creation of DispatchIndirectGraphicsCommandSignature command signature to be per-platform
- DispatchIndirectGraphicsCommandSignature and DispatchIndirectComputeCommandSignature stride changed to account for additional padding on impacted platforms
Testing:
- ran Lyra with and without async compute Lumen on impacted platforms as well as Win64
- ran FN replay on impacted platforms
#rb Krzysztof.Narkowicz, Ben.Woodhouse, Benjamin.Rouveyrol
#jira UE-167950
#preflight 6359563b2e6690262a11bc06
[CL 22862498 by eric mcdaniel in ue5-main branch]