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Re-submiting with Mac fixes
Changed ShaderArchive, GlobalShaderCache, ShaderDebugInfo and Autogen to use ShaderPlatformName and not ShaderFormat when naming their output files. #rb Jack.Porter, Chris.Waters, Mihnea.Balta, Jason.Nadro #jira UE-120561 #preflight 62c31f6fc9410537282296c6 [CL 20937870 by Florin Pascu in ue5-main branch]
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@@ -56,6 +56,7 @@ DeviceProfileName=Android
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[ShaderPlatform OPENGL_ES3_1_ANDROID]
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Language=OpenGL
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MaxFeatureLevel=ES3_1
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ShaderFormat=GLSL_ES3_1_ANDROID
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bIsMobile=true
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bIsAndroidOpenGLES=true
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bTargetsTiledGPU=true
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@@ -66,6 +67,7 @@ bSupportsManualVertexFetch=false
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[ShaderPlatform VULKAN_ES3_1_ANDROID]
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Language=Vulkan
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MaxFeatureLevel=ES3_1
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ShaderFormat=SF_VULKAN_ES31_ANDROID
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bIsMobile=true
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bTargetsTiledGPU=true
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bSupportsMobileMultiView=true
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@@ -76,6 +78,7 @@ bSupportsManualVertexFetch=false
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[ShaderPlatform VULKAN_SM5_ANDROID]
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Language=Vulkan
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MaxFeatureLevel=SM5
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ShaderFormat=SF_VULKAN_SM5_ANDROID
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bTargetsTiledGPU=true
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bNeedsOfflineCompiler=true
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bSupportsIndexBufferUAVs=true
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