Hi,
I’m trying to use the new program binary cache feature on Android, which is enabled by default.
At game startup, I wait for the shaders to finish compiling by checking
FShaderPipelineCache::NumPrecompilesRemaining()==0.
I was expecting this not to go through all the precompilation a second time if there was a valid ProgramBinaryCache.
But it does.
So, questions:
- how do I detect a missing/valid ProgramBinaryCache, so I can pop up an ‘Optimizing Content’ dialog for the first run?
- is it necessary to restart the game (which is by default done automatically, but can be turned off with r.ProgramBinaryCache.RestartAndroidAfterPrecompile) once the ProgramBinaryCache is created?
- what is the recommended sequence of events on startup?
- is there a way to show a progress bar for the binary cache compilation?
Thanks!