You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- Implemented for D3D11 and D3D12, as Mobile Multi View (MMV) fallback on both. High level summary / notable changes: - preview shader platforms will get the necessary properties from the desktop shader platforms used to display them - stereo render target manager will get informed which shader platform the engine is currently using - regularized somewhat what happens when the editor's preview platform changes (enabling/disabling and activating/deactivating). (Preview system is confusing because it's tri-state: preview platform can be set but not active, which is the same as it not being set). More code can be de-duplicated there. - Multiview will be considered disabled (for scene textures at least) if, despite ViewFamily requiring it, no View actually has it enabled. - Patched a bunch of shaders to account for texture array RTs used for MMV (and MMV fallback). #rb Yuriy.ODonnell #jira UE-168931 #review #preflight 638a41d3976b1644cb68d21a [CL 23377965 by Arciel Rekman in ue5-main branch]
17 lines
1.6 KiB
C++
17 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "HdrCustomResolveShaders.h"
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FHdrCustomResolveVS,TEXT("/Engine/Private/HdrCustomResolveShaders.usf"),TEXT("HdrCustomResolveVS"),SF_Vertex);
|
|
IMPLEMENT_SHADER_TYPE(,FHdrCustomResolve2xPS,TEXT("/Engine/Private/HdrCustomResolveShaders.usf"),TEXT("HdrCustomResolve2xPS"),SF_Pixel);
|
|
IMPLEMENT_SHADER_TYPE(,FHdrCustomResolve4xPS,TEXT("/Engine/Private/HdrCustomResolveShaders.usf"),TEXT("HdrCustomResolve4xPS"),SF_Pixel);
|
|
IMPLEMENT_SHADER_TYPE(,FHdrCustomResolve8xPS,TEXT("/Engine/Private/HdrCustomResolveShaders.usf"),TEXT("HdrCustomResolve8xPS"),SF_Pixel);
|
|
IMPLEMENT_SHADER_TYPE(,FHdrCustomResolveFMask2xPS,TEXT("/Engine/Private/HdrCustomResolveShaders.usf"),TEXT("HdrCustomResolveFMaskPS"),SF_Pixel);
|
|
IMPLEMENT_SHADER_TYPE(,FHdrCustomResolveFMask4xPS,TEXT("/Engine/Private/HdrCustomResolveShaders.usf"),TEXT("HdrCustomResolveFMaskPS"),SF_Pixel);
|
|
IMPLEMENT_SHADER_TYPE(,FHdrCustomResolveFMask8xPS,TEXT("/Engine/Private/HdrCustomResolveShaders.usf"),TEXT("HdrCustomResolveFMaskPS"),SF_Pixel);
|
|
|
|
IMPLEMENT_SHADER_TYPE(, FHdrCustomResolveArrayVS, TEXT("/Engine/Private/HdrCustomResolveShaders.usf"), TEXT("HdrCustomResolveVS"), SF_Vertex);
|
|
IMPLEMENT_SHADER_TYPE(, FHdrCustomResolveArray2xPS, TEXT("/Engine/Private/HdrCustomResolveShaders.usf"), TEXT("HdrCustomResolve2xPS"), SF_Pixel);
|
|
IMPLEMENT_SHADER_TYPE(, FHdrCustomResolveArray4xPS, TEXT("/Engine/Private/HdrCustomResolveShaders.usf"), TEXT("HdrCustomResolve4xPS"), SF_Pixel);
|
|
IMPLEMENT_SHADER_TYPE(, FHdrCustomResolveArray8xPS, TEXT("/Engine/Private/HdrCustomResolveShaders.usf"), TEXT("HdrCustomResolve8xPS"), SF_Pixel);
|