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- All Buffer<>/RWBuffer<> objects are now bound as texture2d or texture_buffer, unless they are 3-component, in which case they are bound as raw T* buffer pointers. - 3-component Buffer/RWBuffer objects should now work - Metal needed to use packed_* types internally as normal 3-component types in Metal are the same size as 4-component types which is different to HLSL. This is untested as we have no such example. - Texture Gather/GatherCompare operations have been fixed and should now work. - Remove all the TypedBufferFormat function-constant specialisation infrastructure and metadata as it is no longer necessary. - Remove all the raw-conversion for 1, 2 and 4 component vector types as it is no longer required. - Fixed input qualifiers (centroid, linear, etc.) for Fragment shader inputs - they should now work. - Remove a bunch of Metal specific shader changes due to buffer type casting and swizzling that will now just work. - Use the BGRA vertex format for FColor on Metal when available (everywhere but iOS/tvOS 10 using Metal 1.2). - Simplify ShouldCompilePermutation & similar functions now that we have fewer versions to support. #rb none #jira N/A [CL 4729845 by Mark Satterthwaite in Dev-Rendering branch]