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]
This commit is contained in:
jules blok
2019-08-06 22:22:09 -04:00
2 changed files with 2 additions and 2 deletions

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@@ -1165,7 +1165,7 @@ inline bool RHISupportsComputeShaders(const EShaderPlatform Platform)
inline bool RHISupportsGeometryShaders(const EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4) && !IsMetalPlatform(Platform) && !IsVulkanMobilePlatform(Platform);
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4) && !IsMetalPlatform(Platform) && !IsVulkanMobilePlatform(Platform) && Platform != SP_VULKAN_SM5_LUMIN;
}
/** 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 @@
#include "RHIDefinitions.h"
#ifndef VULKAN_SUPPORTS_GEOMETRY_SHADERS
#define VULKAN_SUPPORTS_GEOMETRY_SHADERS (!(PLATFORM_ANDROID) || PLATFORM_LUMIN || PLATFORM_LUMINGL4) && PLATFORM_SUPPORTS_GEOMETRY_SHADERS
#define VULKAN_SUPPORTS_GEOMETRY_SHADERS (!(PLATFORM_ANDROID || PLATFORM_LUMIN || PLATFORM_LUMINGL4)) && PLATFORM_SUPPORTS_GEOMETRY_SHADERS
#endif
// This defines controls shader generation (so will cause a format rebuild)