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Platforms that do support uniform buffer objects can now provide batched primitive data through UBO. There is a limit UBO range that can be accessed in shaders, so we group instances into batches that fit into this limit. Switch uses 64KB views, other platfroms16KB views. For each primitive we allocate 512Bytes and 256Bytes for instance. Mobile platforms that do not support UBO will use a desktop version of GPUScene. There are a few things that still missing: Dynamic mesh passes, static lighting #rb ola.olsson, benjamin.rouveyrol [CL 26354848 by marc audy in ue5-main branch]
40 lines
1.1 KiB
INI
40 lines
1.1 KiB
INI
[DataDrivenPlatformInfo]
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bIsConfidential=false
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IniParent=IOS
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TargetSettingsIniSectionName=/Script/IOSRuntimeSettings.IOSRuntimeSettings
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GlobalIdentifier=A478294FBD0D4EC08830B6D4D219C1A4
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NormalIconPath=Launcher/TVOS/Platform_TVOS_24x
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LargeIconPath=Launcher/TVOS/Platform_TVOS_128x
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XLargeIconPath=
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AutoSDKPath=
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TutorialPath=SharingAndReleasing/Mobile/iOS
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Windows:bIsEnabled=true
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Mac:bIsEnabled=true
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Linux:bIsEnabled=false
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bUsesHostCompiler=false
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bUATClosesAfterLaunch=true
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PlatformGroupName=Mobile
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[ShaderPlatform METAL_MRT_TVOS]
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Language=Metal
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MaxFeatureLevel=SM5
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ShaderFormat=SF_METAL_MRT_TVOS
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bIsMetalMRT=true
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bTargetsTiledGPU=true
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bSupportsIndexBufferUAVs=true
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bSupports4ComponentUAVReadWrite=true
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bSupportsManualVertexFetch=false
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bSupportsDualSourceBlending=true
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FriendlyName=LOCTEXT("FriendlyShaderPlatformName_TVOS_SM5", "TVOS Metal SM5")
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[ShaderPlatform METAL_TVOS]
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Language=Metal
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MaxFeatureLevel=ES3_1
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ShaderFormat=SF_METAL_TVOS
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bIsMobile=true
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bTargetsTiledGPU=true
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bSupports4ComponentUAVReadWrite=true
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bSupportsManualVertexFetch=false
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bSupportsShaderPipelines = false
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FriendlyName=LOCTEXT("FriendlyShaderPlatformName_TVOS_Mobile", "TVOS Metal Mobile") |