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ecd2f824a1f2381d907593c853794de82d8bd580
UnrealEngineUWP/Engine/Source/Runtime/Renderer
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serge bernier 621a24af3b -Change r.Shaders.ForceDXC cvar to a FShaderPlatformCachedIniValue to be able to read it per platform when cooking.
-Enable DXC shader compiler for console

#jira UE-80252
#rb [at]jason.nadro

[CL 28343345 by serge bernier in ue5-main branch]
2023-09-29 11:17:10 -04:00
..
Private
-Change r.Shaders.ForceDXC cvar to a FShaderPlatformCachedIniValue to be able to read it per platform when cooking.
2023-09-29 11:17:10 -04:00
Public
Massive CPU optimizations to Nanite CS materials (add to scene, and also per-frame dispatch). Also includes optimizations to cache coherency, memory reductions, much more maintainable code, and also includes an important fix to hash the shader bindings (dynamic instancing hash) instead of explicitly hashing things like the FLightCacheInterface* and lighting policy. The previous logic would explode the # of shading bins (2-3x) when features like static lighting were enabled, even when most of the LCI's ended up pointing to the same light map resources/constants. This change also parallelizes the bulk of BuildShadingCommands, and removes the front loaded TPimplPtr from FNaniteShadingCommand and instead put it around the pass specific members to keep the important data on contiguous cache lines.
2023-09-28 07:08:38 -04:00
Renderer.Build.cs
Added shader.build.cs file.
2023-07-27 22:53:25 -04:00
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