Files
UnrealEngineUWP/Engine/Config/TVOS/DataDrivenPlatformInfo.ini
marc audy 1b8e7f29c4 Rework GPUScene support on mobile platforms.
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]
2023-06-30 16:34:38 -04:00

40 lines
1.1 KiB
INI

[DataDrivenPlatformInfo]
bIsConfidential=false
IniParent=IOS
TargetSettingsIniSectionName=/Script/IOSRuntimeSettings.IOSRuntimeSettings
GlobalIdentifier=A478294FBD0D4EC08830B6D4D219C1A4
NormalIconPath=Launcher/TVOS/Platform_TVOS_24x
LargeIconPath=Launcher/TVOS/Platform_TVOS_128x
XLargeIconPath=
AutoSDKPath=
TutorialPath=SharingAndReleasing/Mobile/iOS
Windows:bIsEnabled=true
Mac:bIsEnabled=true
Linux:bIsEnabled=false
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
PlatformGroupName=Mobile
[ShaderPlatform METAL_MRT_TVOS]
Language=Metal
MaxFeatureLevel=SM5
ShaderFormat=SF_METAL_MRT_TVOS
bIsMetalMRT=true
bTargetsTiledGPU=true
bSupportsIndexBufferUAVs=true
bSupports4ComponentUAVReadWrite=true
bSupportsManualVertexFetch=false
bSupportsDualSourceBlending=true
FriendlyName=LOCTEXT("FriendlyShaderPlatformName_TVOS_SM5", "TVOS Metal SM5")
[ShaderPlatform METAL_TVOS]
Language=Metal
MaxFeatureLevel=ES3_1
ShaderFormat=SF_METAL_TVOS
bIsMobile=true
bTargetsTiledGPU=true
bSupports4ComponentUAVReadWrite=true
bSupportsManualVertexFetch=false
bSupportsShaderPipelines = false
FriendlyName=LOCTEXT("FriendlyShaderPlatformName_TVOS_Mobile", "TVOS Metal Mobile")