Files
UnrealEngineUWP/Engine/Config/Android/DataDrivenPlatformInfo.ini
florian penzkofer 406f4da360 Lumen on Android performance improvements
Support wave size 64 lumen compute inline RT dispatches and enable by default on Android.
Allow use of wave ops as long as they are supported in fragment and compute shaders (Vulkan). Vulkan implementation on Android typically don't support it in vertex and geometry stage.

#jira UE-200580
#rb Krzysztof.Narkowicz

[CL 31103399 by florian penzkofer in 5.4 branch]
2024-02-01 16:39:47 -05:00

128 lines
4.6 KiB
INI

[DataDrivenPlatformInfo]
bIsConfidential=false
TargetSettingsIniSectionName=/Script/AndroidRuntimeSettings.AndroidRuntimeSettings
bHasDedicatedGamepad=false
bInputSupportConfigurable=false
DefaultInputType=Touch
bSupportsMouseAndKeyboard=false
bSupportsGamepad=true
bCanChangeGamepadType=true
bSupportsTouch=true
GlobalIdentifier=3619EA87DE704A48BB1551754423C26A
NormalIconPath=Launcher/Android/Platform_Android_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
AutoSDKPath=Android
TutorialPath=SharingAndReleasing/Mobile/Android
bIsEnabled=true
bUsesHostCompiler=false
bUATClosesAfterLaunch=false
PlatformGroupName=Mobile
[PreviewPlatform AndroidES31]
EnabledCVar=ini:Engine:Android:/Script/AndroidRuntimeSettings.AndroidRuntimeSettings:bBuildForES31
PlatformName=Android
ShaderPlatform=OPENGL_ES3_1_ANDROID
ShaderFormat=GLSL_ES3_1_ANDROID
ActiveIconName=LevelEditor.PreviewMode.AndroidES31.Enabled
InactiveIconName=LevelEditor.PreviewMode.AndroidES31.Disabled
MenuTooltip=NSLOCTEXT("PreviewPlatform", "PreviewMenuTooltip_AndroidOpenGL ", "Mobile preview using Android OpenGL quality settings.")
IconText=NSLOCTEXT("PreviewPlatform", "PreviewIconText_AndroidOpenGL", "Android OpenGL")
DeviceProfileName=Android_Preview_OpenGL
[PreviewPlatform AndroidVulkan]
EnabledCVar=ini:Engine:Android:/Script/AndroidRuntimeSettings.AndroidRuntimeSettings:bSupportsVulkan
PlatformName=Android
ShaderPlatform=VULKAN_ES3_1_ANDROID
ShaderFormat=SF_VULKAN_ES31_ANDROID
ActiveIconName=LevelEditor.PreviewMode.AndroidVulkan.Enabled
InactiveIconName=LevelEditor.PreviewMode.AndroidVulkan.Disabled
MenuTooltip=NSLOCTEXT("PreviewPlatform", "PreviewMenuTooltip_AndroidVulkan", "Mobile preview using Android Vulkan quality settings.")
IconText=NSLOCTEXT("PreviewPlatform", "PreviewIconText_AndroidVulkan", "Android Vulkan")
DeviceProfileName=Android_Preview_Vulkan
[PreviewPlatform AndroidVulkanSM5]
EnabledCVar=ini:Engine:Android:/Script/AndroidRuntimeSettings.AndroidRuntimeSettings:bSupportsVulkanSM5
PlatformName=Android
ShaderPlatform=VULKAN_SM5_ANDROID
ShaderFormat=SF_VULKAN_SM5_ANDROID
ActiveIconName=LevelEditor.PreviewMode.AndroidVulkanSM5.Enabled
InactiveIconName=LevelEditor.PreviewMode.AndroidVulkanSM5.Disabled
MenuTooltip=NSLOCTEXT("PreviewPlatform", "PreviewMenuTooltip_AndroidVulkanSM5", "Mobile preview using Android Vulkan SM5 quality settings.")
IconText=NSLOCTEXT("PreviewPlatform", "PreviewIconText_AndroidVulkanSM5", "Android VK SM5")
DeviceProfileName=Android_Vulkan_SM5
[ShaderPlatform OPENGL_ES3_1_ANDROID]
Language=OpenGL
MaxFeatureLevel=ES3_1
ShaderFormat=GLSL_ES3_1_ANDROID
bIsMobile=true
bIsAndroidOpenGLES=true
bTargetsTiledGPU=true
bSupportsMobileMultiView=true
bNeedsOfflineCompiler=true
bSupportsManualVertexFetch=false
bSupportsClipDistance = false
bSupportsShaderPipelines = false
bSupportsVertexShaderSRVs=false
bSupportsUniformBufferObjects = true
bSupportsDxc=true
bIsHlslcc=false
FriendlyName=LOCTEXT("FriendlyShaderPlatformName_Android", "Android OpenGL Mobile")
[ShaderPlatform VULKAN_ES3_1_ANDROID]
Language=Vulkan
MaxFeatureLevel=ES3_1
ShaderFormat=SF_VULKAN_ES31_ANDROID
bIsMobile=true
bTargetsTiledGPU=true
bSupportsMobileMultiView=true
; The support really is conditional, the runtime code needs to also test GRHISupportsArrayIndexFromAnyShader
bSupportsVertexShaderLayer=true
bNeedsOfflineCompiler=true
bSupportsIndexBufferUAVs=true
bSupportsManualVertexFetch=false
bSupportsClipDistance = false
bSupportsShaderPipelines = false
bSupportsVariableRateShading = true
bSupportsVertexShaderSRVs=false
bSupportsUniformBufferObjects = true
bSupportsDualSourceBlending = true
bSupportsDxc=true
bIsHlslcc=false
FriendlyName=LOCTEXT("FriendlyShaderPlatformName_AndroidVulkan", "Android Vulkan Mobile")
[ShaderPlatform VULKAN_SM5_ANDROID]
Language=Vulkan
MaxFeatureLevel=SM5
ShaderFormat=SF_VULKAN_SM5_ANDROID
bTargetsTiledGPU=true
bNeedsOfflineCompiler=true
bSupportsIndexBufferUAVs=true
bRequiresDisableForwardLocalLights=true
bWaterUsesSimpleForwardShading=true
bSupportsVertexShaderSRVs=true
bSupportsManualVertexFetch=true
bSupportsUniformBufferObjects = true
; Raytracing and Lumen
bSupportsRayTracing = true
bSupportsRayTracingShaders = false
bSupportsInlineRayTracing = true
bSupportsRayTracingIndirectInstanceData = true
bSupportsByteBufferComputeShaders = true
bEnableRayTracing=true
bSupportsGPUSkinCache=true
EnablesHLSL2021ByDefault=1
bSupportsGPUScene=true
bSupportsLumenGI=true
bSupportsDistanceFields=true
bSupportsDualSourceBlending=false
bSupportsVariableRateShading = false
bSupportsDxc=true
bIsHlslcc=false
bSupportsWaveOperations=RuntimeDependent
MinimumWaveSize=4
MaximumWaveSize=128
bSupportsWave64=true