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]
This commit is contained in:
Florin Pascu
2022-07-04 19:06:33 -04:00
parent 8a8ccbcacf
commit f64fc575d2
28 changed files with 156 additions and 87 deletions
@@ -56,6 +56,7 @@ DeviceProfileName=Android
[ShaderPlatform OPENGL_ES3_1_ANDROID]
Language=OpenGL
MaxFeatureLevel=ES3_1
ShaderFormat=GLSL_ES3_1_ANDROID
bIsMobile=true
bIsAndroidOpenGLES=true
bTargetsTiledGPU=true
@@ -66,6 +67,7 @@ bSupportsManualVertexFetch=false
[ShaderPlatform VULKAN_ES3_1_ANDROID]
Language=Vulkan
MaxFeatureLevel=ES3_1
ShaderFormat=SF_VULKAN_ES31_ANDROID
bIsMobile=true
bTargetsTiledGPU=true
bSupportsMobileMultiView=true
@@ -76,6 +78,7 @@ bSupportsManualVertexFetch=false
[ShaderPlatform VULKAN_SM5_ANDROID]
Language=Vulkan
MaxFeatureLevel=SM5
ShaderFormat=SF_VULKAN_SM5_ANDROID
bTargetsTiledGPU=true
bNeedsOfflineCompiler=true
bSupportsIndexBufferUAVs=true