-
Notifications
You must be signed in to change notification settings - Fork 21
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Update for dxc to the latest version. #211
Conversation
e44ab81
to
534c94d
Compare
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
My only concern here is that now you are grabbing directly form MS instead of O3de repo. Have we checked if O3de repo had some custom change that will get lost as part of this switch? I seem to remember we had a small change related to Android but not sure what it was. Tagging @galibzon.
@moudgils It looks like you made a branch with some driver fixes on in the o3de fork release-1.6.2112-o3de branch: https://github.com/o3de/DirectXShaderCompiler/commits/release-1.6.2112-o3de |
@jhmueller-huawei , please take a look at the branch that contains our customizations, as shared by @lumberyard-employee-dm : https://github.com/o3de/DirectXShaderCompiler/commits/release-1.6.2112-o3de The last three commits in that branch are all our customizations. |
I've had a look at these changes, it's basically two (one is split into two commits):
I have also opened a PR to get the recent changes from the MS repository here: o3de/DirectXShaderCompiler#3 (or maybe someone with the appropriate rights can just push the sync fork button on github since DCO fails in this PR). |
yeah the correct way is to merge the latest from MS to https://github.com/o3de/DirectXShaderCompiler, create a branch tag and then have the 3p-scripts pull from that tag. @galibzon are you able to help merge the o3de/DirectXShaderCompiler#3 by giving it an approval. Thanks. |
Okay, I have now also created a branch for DXC containing these fixes (squashing the fix that was separated into two commits), but had to push them to my own fork of DXC since I cannot create branches on o3de/DirectXShaderCompiler : https://github.com/jhmueller-huawei/DirectXShaderCompiler/tree/release-1.7.2308-o3de - can you do that please? |
@amzn-changml Are we able to give @jhmueller-huawei access to create PRs and submit to o3de/DirectXShaderCompiler repo? |
Yes, that should already be possible. To be clear, the intended workflow is to fork the repo to your own account, create a branch with changes, then make a PR back to the parent. |
The new dxc version fixes multiple issues that we encounter during shader compilation with the older version. Signed-off-by: Joerg H. Mueller <joerg.mueller@huawei.com>
534c94d
to
630cb8e
Compare
Indeed, I was able to push a new branch to https://github.com/o3de/DirectXShaderCompiler. I've updated the PR with the new branch now. |
The changes in this PR look good. The next step would be to build the 4 packages using the scripts and get them uploaded to the S3 prod bucket. Once uploaded then you can update the version/hash in the core engine. I would refrain from merging this PR until all the steps are done and then you can merge this PR as well as the one from the core engine together. |
Yet, do you know who can do that? I asked in sig-core on discord, but didn't get a response. |
SIG-Build can currently promote packages to the production bucket. |
Great! @amzn-changml could you please have a go at this? |
Taking a look, but not sure where this was built. @moudgils have you attempted to build this? If not, I'll see about staging and validating this before promoting it |
Well since this is the first time I believe someone from outside of Amazon is uploading a 3rdParty package, there would need to be some kind of mechanism to publish the package to a development bucket that a maintainer of O3DE can upload to. |
In lieu of an automated approach (which has an RFC), we can at least put in a semi automated one with Jenkins to maintain the established workflow. |
Any updates @amzn-changml ? Would be great if this could be merged soon. |
I’m working on a build process in Github Actions for use with promoting the package. It’s nearly ready, but still working out support for aarch64/arm64 |
I've got the build process completed and it published to a O3DE dev bucket. I'll be making a PR to add the automation code shortly. |
Great, thanks! |
I'm going to close and then reopen this PR to force the automation to go through. |
Automated building seems to work now? Nice work! So the only thing missing is to upload the packages to the 3rd party packages server? |
We also need to AR the changes against the 3p before we promote to production. The PR has been autogenerated here: o3de/o3de#16822 |
I'm reopening this ticket to restart the build due to changes in #223. This will resolve the glibc conflict found in o3de/o3de#16822 |
I guess this can be merged? Just needs one more approval. I merged the o3de changes. |
@moudgils Are we good to merge this? |
The new dxc version fixes multiple issues that we encounter during shader compilation with the older version.
We have tested this on linux (x64) and windows, but could not test in on linux (aarch) or mac, letting the asset processor compile all shaders (some changes are needed: o3de/o3de#16568). On windows when building with a newer visual studio version,
package-system/DirectXShaderCompiler/build_dxc_windows.cmd
needs to be modified, either removing or changing-vs2019
to-vs2022
as we did, but this is not included in this patch.