[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:
laura hermanns
2024-09-03 12:41:06 -04:00
parent f5357a7852
commit 5f560f423b
4 changed files with 6 additions and 5 deletions
@@ -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)
{