Files
UnrealEngineUWP/Engine/Config/Windows/DataDrivenPlatformInfo.ini
yuriy odonnell 7f82e90db3 Add separate RHI capability properties for full ray tracing shaders and inline ray tracing. While most RHIs may support both features, some may only support one.
#preflight 619ce604f934c1a291f81cfe
#rb aleksander.netzel

#ROBOMERGE-AUTHOR: yuriy.odonnell
#ROBOMERGE-SOURCE: CL 18270186 in //UE5/Release-5.0/... via CL 18270194
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18270205 by yuriy odonnell in ue5-release-engine-test branch]
2021-11-23 10:25:31 -05:00

160 lines
4.5 KiB
INI

[DataDrivenPlatformInfo]
bIsConfidential=false
IniParent=VulkanPC
PlatformNameAliases=Win64
TargetSettingsIniSectionName=/Script/WindowsTargetPlatform.WindowsTargetSettings
Freezing_b32Bit=false
Freezing_bWithRayTracing=true
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
[PlatformInfo WindowsCookedEditor]
TargetPlatformName=WindowsCookedEditor
DisplayName=Windows Cooked Editor
PlatformType=Editor
PlatformFlags=None
NormalIconPath=Launcher/Windows/Platform_Windows_24x
LargeIconPath=Launcher/Windows/Platform_Windows_128x
XLargeIconPath=
UATCommandLine=
AutoSDKPath=
TutorialPath=SharingAndReleasing
Windows:bIsEnabled=false
Mac:bIsEnabled=false
Linux:bIsEnabled=false
BinariesDirectoryName=Win64
IniPlatformName=Windows
bUsesHostCompiler=true
bUATClosesAfterLaunch=false
UBTTargetID=Win64
PlatformGroupName=Desktop
[ShaderPlatform PCD3D_SM5]
Language=D3D
MaxFeatureLevel=SM5
bIsPC=true
bSupportsDebugViewShaders=true
bSupportsRayTracing=true
bSupportsRayTracingShaders=true
bSupportsInlineRayTracing=false
bSupportsRayTracingProceduralPrimitive=true
bSupportsRayTracingIndirectInstanceData=true
bSupportsPathTracing=true
bSupportsHighEndRayTracingReflections=true
bSupportsWaveOperations=false
bSupportsGPUScene=true
bSupportsNanite=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
bSupportsVolumetricFog=true
bSupportsIndexBufferUAVs=true
[PreviewPlatform PCD3D_SM5]
PlatformName=PCD3D_SM5
ShaderFormat=PCD3D_SM5
MenuText=LOCTEXT("PreviewMenuText_PCD3D_SM5", "Shader Model 5")
MenuTooltip=LOCTEXT("PreviewMenuTooltip_PCD3D_SM5", "DirectX 11, OpenGL 4.3+, PS4, XB1")
[ShaderPlatform PCD3D_SM6]
FriendlyName=LOCTEXT("FriendlyShaderPlatformName_PCD3D_SM6", "Shader Model 6")
Language=D3D
MaxFeatureLevel=SM6
bIsPC=true
MaxMeshShaderThreadGroupSize=128
bSupportsDebugViewShaders=true
bSupportsRayTracing=true
bSupportsRayTracingShaders=true
bSupportsInlineRayTracing=false
bSupportsRayTracingProceduralPrimitive=true
bSupportsRayTracingIndirectInstanceData=true
bSupportsPathTracing=true
bSupportsHighEndRayTracingReflections=true
bSupportsGPUScene=true
bSupportsNanite=true
bSupportsComputeFramework=true
bSupportsByteBufferComputeShaders=true
bSupportsLumenGI=true
bSupportsDistanceFields=true
bSupportsSSDIndirect=true
bSupportsWaveOperations=true
bSupportsDxc=true
bSupportsDiaphragmDOF=true
bRequiresVendorExtensionsForAtomics=true
bSupportsAnisotropicMaterials=true
bSupportsVariableRateShading=true
bSupportsGen5TemporalAA=true
bSupportsMeshShadersTier0=true
bSupportsMeshShadersTier1=true
bSupportsHairStrandGeometry=true
bSupportsFFTBloom=true
bSupportsVertexShaderLayer=true
bSupportsInstancedStereo=true
bSupportsCapsuleShadows=true
bSupportsPercentageCloserShadows=true
bSupportsVolumetricFog=true
bSupportsIndexBufferUAVs=true
; TODO: SM6.6
[PreviewPlatform PCD3D_SM6]
PlatformName=PCD3D_SM6
ShaderFormat=PCD3D_SM6
MenuText=LOCTEXT("PreviewMenuText_PCD3D_SM6", "Shader Model 6")
MenuTooltip=LOCTEXT("PreviewMenuTooltip_PCD3D_SM6", "Preview using SM6 device profile.")
[ShaderPlatform PCD3D_ES3_1]
Language=D3D
MaxFeatureLevel=ES3_1
bIsPC=true
bIsMobile=true
bSupportsDistanceFields = true
bSupportsByteBufferComputeShaders = true
bSupportsInstancedStereo=true
bSupportsManualVertexFetch=false
[ShaderPlatform OPENGL_PCES3_1]
Language=OpenGL
bIsPC=true
MaxFeatureLevel=ES3_1
bIsMobile=true
bSupportsManualVertexFetch=false