You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
[Shaders] Set USING_VERTEX_SHADER_LAYER depending on DDPI values, not hard coded in shader backend. Reintroduced after backout 35892687.
- This also reverts the DDPI information from CL 35396864, since D3D does in fact support vertex shader layers (except for D3D11.2 or older). - Don't set USING_VERTEX_SHADER_LAYER when geometry shaders are available; This resulted in ShaderMinifier not able to find the entry point. #jira UE-221358 #rnx #rb Arciel.Rekman, Sebastien.Hillaire [FYI] Christopher.Waters, Graham.Wihlidal, Erica.Stella [CL 35971246 by laura hermanns in ue5-main branch]
This commit is contained in:
@@ -376,12 +376,10 @@ public:
|
||||
else if (Input.ShaderFormat == NAME_SF_METAL_SM5)
|
||||
{
|
||||
Input.Environment.SetDefine(TEXT("METAL_SM5_PROFILE"), 1);
|
||||
Input.Environment.SetDefine(TEXT("USING_VERTEX_SHADER_LAYER"), 1);
|
||||
}
|
||||
else if (Input.ShaderFormat == NAME_SF_METAL_SM6)
|
||||
{
|
||||
Input.Environment.SetDefine(TEXT("METAL_SM6_PROFILE"), 1);
|
||||
Input.Environment.SetDefine(TEXT("USING_VERTEX_SHADER_LAYER"), 1);
|
||||
}
|
||||
else if (Input.ShaderFormat == NAME_SF_METAL_MRT_MAC)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user