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Disable geometry shaders on Lumin
This fixes a black screen when mobile rendering is disabled #rb Ryan.Vance #jira UE-75910 #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: jules.blok #ROBOMERGE-SOURCE: CL 7708941 in //UE4/Release-4.23/... via CL 7708944 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) (v389-7813075) [CL 7834932 by jules blok in Dev-Build branch]
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@@ -1165,7 +1165,7 @@ inline bool RHISupportsComputeShaders(const EShaderPlatform Platform)
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inline bool RHISupportsGeometryShaders(const EShaderPlatform Platform)
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{
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return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4) && !IsMetalPlatform(Platform) && !IsVulkanMobilePlatform(Platform);
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return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4) && !IsMetalPlatform(Platform) && !IsVulkanMobilePlatform(Platform) && Platform != SP_VULKAN_SM5_LUMIN;
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}
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/** Return true if and only if the GPU support rendering to volume textures (2D Array, 3D) is guaranteed supported for a target platform.
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@@ -9,7 +9,7 @@
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#include "RHIDefinitions.h"
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#ifndef VULKAN_SUPPORTS_GEOMETRY_SHADERS
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#define VULKAN_SUPPORTS_GEOMETRY_SHADERS (!(PLATFORM_ANDROID) || PLATFORM_LUMIN || PLATFORM_LUMINGL4) && PLATFORM_SUPPORTS_GEOMETRY_SHADERS
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#define VULKAN_SUPPORTS_GEOMETRY_SHADERS (!(PLATFORM_ANDROID || PLATFORM_LUMIN || PLATFORM_LUMINGL4)) && PLATFORM_SUPPORTS_GEOMETRY_SHADERS
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#endif
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// This defines controls shader generation (so will cause a format rebuild)
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