Files
UnrealEngineUWP/Engine/Config/Windows/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

183 lines
5.3 KiB
INI

[DataDrivenPlatformInfo]
bIsConfidential=false
IniParent=VulkanPC
PlatformNameAliases=Win64
TargetSettingsIniSectionName=/Script/WindowsTargetPlatform.WindowsTargetSettings
Freezing_b32Bit=false
Freezing_MaxFieldAlignment32=4
Freezing_MaxFieldAlignment64=8
Freezing_bAlignBases=true
bHasDedicatedGamepad=false
bDefaultInputStandardKeyboard=true
bInputSupportConfigurable=true
DefaultInputType=MouseAndKeyboard
bSupportsMouseAndKeyboard=true
bSupportsGamepad=true
bCanChangeGamepadType=true
bSupportsTouch=false
GlobalIdentifier=D1D5F296FF834A87B20FAAA9D6B8E9A6
NormalIconPath=Launcher/Windows/Platform_Windows_24x
LargeIconPath=Launcher/Windows/Platform_Windows_128x
XLargeIconPath=
AutoSDKPath=
TutorialPath=SharingAndReleasing
Windows:bIsEnabled=true
Mac:bIsEnabled=false
Linux:bIsEnabled=false
BinariesDirectoryName=Win64
bUsesHostCompiler=true
bUATClosesAfterLaunch=false
PlatformGroupName=Desktop
UBTPlatformName=Win64
[ShaderPlatform PCD3D_SM5]
Language=D3D
MaxFeatureLevel=SM5
ShaderFormat=PCD3D_SM5
bIsPC=true
bSupportsDebugViewShaders=true
bSupportsRayTracing=true
bSupportsRayTracingShaders=true
bSupportsInlineRayTracing=false
bSupportsRayTracingCallableShaders=true
bSupportsRayTracingProceduralPrimitive=true
bSupportsRayTracingIndirectInstanceData=true
bSupportsPathTracing=true
bSupportsHighEndRayTracingReflections=true
bSupportsWaveOperations=RuntimeDependent
MinimumWaveSize=4
MaximumWaveSize=128
bSupportsGPUScene=true
bSupportsNanite=false
bSupportsSceneDataCompressedTransforms=true
bSupportsComputeFramework=true
bSupportsByteBufferComputeShaders=true
bSupportsLumenGI=true
bSupportsDistanceFields=true
bSupportsSSDIndirect=true
bRequiresVendorExtensionsForAtomics=true
bSupportsAnisotropicMaterials=true
bSupportsVariableRateShading=true
bSupportsGen5TemporalAA=true
bSupportsHairStrandGeometry=true
bSupportsFFTBloom=true
bSupportsDiaphragmDOF=true
; VPAndRTArrayIndexFromAnyShaderFeedingRasterizer is optional in our baseline DX11 version
bSupportsVertexShaderLayer=false
bSupportsInstancedStereo=true
bSupportsCapsuleShadows=true
bSupportsPercentageCloserShadows=true
bSupportsIndexBufferUAVs=true
bSupportsROV=true
bSupportsOIT=true
BindlessSupport=RayTracingOnly
SupportsMultiViewport=RuntimeDependent
FriendlyName=LOCTEXT("FriendlyShaderPlatformName_D3D_SM5", "PC D3D SM5")
bSupportsDualSourceBlending=true
bSupportsNNEShaders=true
[PreviewPlatform PCD3D_SM5]
PlatformName=PCD3D_SM5
ShaderFormat=PCD3D_SM5
ShaderPlatform=PCD3D_SM5
MenuTooltip=LOCTEXT("PreviewMenuTooltip_PCD3D_SM5", "DirectX 11, OpenGL 4.3+, PS4, XB1")
[ShaderPlatform PCD3D_SM6]
FriendlyName=LOCTEXT("FriendlyShaderPlatformName_D3D_SM6", "PC D3D SM6")
Language=D3D
MaxFeatureLevel=SM6
ShaderFormat=PCD3D_SM6
bIsPC=true
MaxMeshShaderThreadGroupSize=128
bSupportsDebugViewShaders=true
bSupportsRayTracing=true
bSupportsRayTracingShaders=true
bSupportsInlineRayTracing=false
bSupportsRayTracingCallableShaders=true
bSupportsRayTracingProceduralPrimitive=true
bSupportsRayTracingIndirectInstanceData=true
bSupportsPathTracing=true
bSupportsHighEndRayTracingReflections=true
bSupportsGPUScene=true
bSupportsNanite=true
bSupportsSceneDataCompressedTransforms=true
bSupportsComputeFramework=true
bSupportsByteBufferComputeShaders=true
bSupportsLumenGI=true
bSupportsDistanceFields=true
bSupportsSSDIndirect=true
bSupportsWaveOperations=RuntimeGuaranteed
MinimumWaveSize=4
MaximumWaveSize=128
bSupportsDxc=true
bSupportsDiaphragmDOF=true
bRequiresVendorExtensionsForAtomics=false
bSupportsUInt64ImageAtomics=true
bSupportsAnisotropicMaterials=true
bSupportsVariableRateShading=true
bSupportsGen5TemporalAA=true
bSupportsMeshShadersTier0=true
bSupportsMeshShadersTier1=true
bSupportsMeshShadersWithClipDistance=true
bSupportsHairStrandGeometry=true
bSupportsFFTBloom=true
bSupportsVertexShaderLayer=true
bSupportsInstancedStereo=true
bSupportsCapsuleShadows=true
bSupportsPercentageCloserShadows=true
bSupportsIndexBufferUAVs=true
BindlessSupport=AllShaderTypes
bSupportsROV=true
bSupportsOIT=true
bSupportsRealTypes=RuntimeDependent
EnablesHLSL2021ByDefault=1
SupportsMultiViewport=RuntimeGuaranteed
bSupportsDualSourceBlending=true
bSupportsNNEShaders=true
[PreviewPlatform PCD3D_SM6]
PlatformName=PCD3D_SM6
ShaderFormat=PCD3D_SM6
ShaderPlatform=PCD3D_SM6
MenuTooltip=LOCTEXT("PreviewMenuTooltip_PCD3D_SM6", "Windows using SM6 profile")
[ShaderPlatform PCD3D_ES3_1]
Language=D3D
MaxFeatureLevel=ES3_1
ShaderFormat=PCD3D_ES31
bIsPC=true
bIsMobile=true
bSupportsDistanceFields = false
bSupportsComputeFramework=true
bSupportsByteBufferComputeShaders = true
bSupportsInstancedStereo=true
bSupportsVertexShaderLayer=true
bSupportsManualVertexFetch=false
bSupportsSceneDataCompressedTransforms=true
bSupportsDebugViewShaders=true
bSupportsShaderPipelines = false
FriendlyName=LOCTEXT("FriendlyShaderPlatformName_D3D_Mobile", "PC D3D Mobile")
SupportsMultiViewport=RuntimeDependent
[PreviewPlatform PCD3D_ES3_1]
PlatformName=PCD3D_ES3_1
ShaderFormat=PCD3D_ES31
ShaderPlatform=PCD3D_ES3_1
MenuTooltip=LOCTEXT("PreviewMenuTooltip_PCD3D_Mobile", "Windows using Mobile profile.")
[ShaderPlatform OPENGL_PCES3_1]
Language=OpenGL
bIsPC=true
ShaderFormat=GLSL_150_ES31
MaxFeatureLevel=ES3_1
ShaderFormat=GLSL_150_ES31
bIsMobile=true
bSupportsManualVertexFetch=false
bSupportsClipDistance = false
bSupportsShaderPipelines = false
bSupportsVertexShaderSRVs = false
bSupportsUniformBufferObjects = true
FriendlyName=LOCTEXT("FriendlyShaderPlatformName_PCGL_Mobile", "PC OpenGL Mobile")