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UnrealEngineUWP/Engine/Source/Developer/Windows
graham wihlidal b841d3cb41 Added shader compiler support for [noinline] where available. Informs compiler we want a subroutine created, which can be used to decrease register pressure in certain situations. Code is kept separate, and a set number of registers are used on each call. Should only be used with extensive profiling, as the default inlining behavior is usually best.
DXIL:  https://github.com/microsoft/DirectXShaderCompiler/blob/master/tools/clang/test/HLSLFileCheck/hlsl/functions/attribute/noinline.hlsl
SPIRV: https://www.khronos.org/registry/spir-v/specs/unified1/SPIRV.html (DontInline)

Shader code can now use NOINLINE, and also test if it maps to something useful with COMPILER_SUPPORTS_NOINLINE

#rb yuriy.odonnell
[FYI] rune.stubbe, brian.karis
#jira UETOP-1088
#lockdown nick.whiting

#ROBOMERGE-SOURCE: CL 16019442 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v789-15992632)

[CL 16022532 by graham wihlidal in ue5-main branch]
2021-04-15 12:09:16 -04:00
..