We’re seeing an expensive precaching miss for a permutation of the compute shader FLumenDirectLightingShadowMaskFromLightAttenuationWithLightFunctionCS. This is caused by a Spotlight with a Light Function material attached. Is there a way to precache these permutations?
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Hello,
Thank you for reaching out.
I’ve been assigned this issue, and we will be looking into these PSO Precaching misses for you.
Can you please send us a minimal test project that demonstrates this, and include the build command?
The guide for test projects:
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Hi Stephen,
Thanks!
I don’t think this is so much a bug report as much as a question. More directly, is there a mechanism to precache PSOs for compute shaders that extend from FMaterialShader? I don’t see one - like what FGlobalShader has for example - ShouldPrecachePermutation.
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Thanks - i’ll give that a try
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Hello,
Missing PSO Precaching functionality is a bug. We were unable to replicate it as described, which is why we ask for a test project.
You could try to work around it by adding a custom PSO collector, similar to how “FDeferredMobileLightMaterialPSOCollector” from MobileDeferredShadingPass.cpp works.
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