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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]
114 lines
4.2 KiB
INI
114 lines
4.2 KiB
INI
[DataDrivenPlatformInfo]
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bIsConfidential=false
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TargetSettingsIniSectionName=/Script/AndroidRuntimeSettings.AndroidRuntimeSettings
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bHasDedicatedGamepad=false
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bInputSupportConfigurable=false
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DefaultInputType=Touch
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bSupportsMouseAndKeyboard=false
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bSupportsGamepad=true
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bCanChangeGamepadType=true
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bSupportsTouch=true
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GlobalIdentifier=3619EA87DE704A48BB1551754423C26A
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NormalIconPath=Launcher/Android/Platform_Android_24x
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LargeIconPath=Launcher/Android/Platform_Android_128x
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XLargeIconPath=
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AutoSDKPath=Android
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TutorialPath=SharingAndReleasing/Mobile/Android
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bIsEnabled=true
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bUsesHostCompiler=false
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bUATClosesAfterLaunch=false
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PlatformGroupName=Mobile
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[PreviewPlatform AndroidES31]
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EnabledCVar=ini:Engine:Android:/Script/AndroidRuntimeSettings.AndroidRuntimeSettings:bBuildForES31
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PlatformName=Android
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ShaderPlatform=OPENGL_ES3_1_ANDROID
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ShaderFormat=GLSL_ES3_1_ANDROID
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ActiveIconName=LevelEditor.PreviewMode.AndroidES31.Enabled
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InactiveIconName=LevelEditor.PreviewMode.AndroidES31.Disabled
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MenuTooltip=NSLOCTEXT("PreviewPlatform", "PreviewMenuTooltip_AndroidOpenGL ", "Mobile preview using Android OpenGL quality settings.")
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IconText=NSLOCTEXT("PreviewPlatform", "PreviewIconText_AndroidOpenGL", "Android OpenGL")
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DeviceProfileName=Android_Preview_OpenGL
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[PreviewPlatform AndroidVulkan]
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EnabledCVar=ini:Engine:Android:/Script/AndroidRuntimeSettings.AndroidRuntimeSettings:bSupportsVulkan
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PlatformName=Android
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ShaderPlatform=VULKAN_ES3_1_ANDROID
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ShaderFormat=SF_VULKAN_ES31_ANDROID
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ActiveIconName=LevelEditor.PreviewMode.AndroidVulkan.Enabled
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InactiveIconName=LevelEditor.PreviewMode.AndroidVulkan.Disabled
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MenuTooltip=NSLOCTEXT("PreviewPlatform", "PreviewMenuTooltip_AndroidVulkan", "Mobile preview using Android Vulkan quality settings.")
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IconText=NSLOCTEXT("PreviewPlatform", "PreviewIconText_AndroidVulkan", "Android Vulkan")
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DeviceProfileName=Android_Preview_Vulkan
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[PreviewPlatform AndroidVulkanSM5]
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EnabledCVar=ini:Engine:Android:/Script/AndroidRuntimeSettings.AndroidRuntimeSettings:bSupportsVulkanSM5
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PlatformName=Android
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ShaderPlatform=VULKAN_SM5_ANDROID
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ShaderFormat=SF_VULKAN_SM5_ANDROID
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ActiveIconName=LevelEditor.PreviewMode.AndroidVulkanSM5.Enabled
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InactiveIconName=LevelEditor.PreviewMode.AndroidVulkanSM5.Disabled
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MenuTooltip=NSLOCTEXT("PreviewPlatform", "PreviewMenuTooltip_AndroidVulkanSM5", "Mobile preview using Android Vulkan SM5 quality settings.")
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IconText=NSLOCTEXT("PreviewPlatform", "PreviewIconText_AndroidVulkanSM5", "Android VK SM5")
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DeviceProfileName=Android_Vulkan_SM5
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[ShaderPlatform OPENGL_ES3_1_ANDROID]
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Language=OpenGL
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MaxFeatureLevel=ES3_1
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ShaderFormat=GLSL_ES3_1_ANDROID
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bIsMobile=true
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bIsAndroidOpenGLES=true
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bTargetsTiledGPU=true
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bSupportsMobileMultiView=true
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bNeedsOfflineCompiler=true
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bSupportsManualVertexFetch=false
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bSupportsClipDistance = false
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bSupportsShaderPipelines = false
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bSupportsVertexShaderSRVs=false
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bSupportsUniformBufferObjects = true
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FriendlyName=LOCTEXT("FriendlyShaderPlatformName_Android", "Android OpenGL Mobile")
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[ShaderPlatform VULKAN_ES3_1_ANDROID]
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Language=Vulkan
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MaxFeatureLevel=ES3_1
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ShaderFormat=SF_VULKAN_ES31_ANDROID
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bIsMobile=true
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bTargetsTiledGPU=true
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bSupportsMobileMultiView=true
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; The support really is conditional, the runtime code needs to also test GRHISupportsArrayIndexFromAnyShader
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bSupportsVertexShaderLayer=true
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bNeedsOfflineCompiler=true
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bSupportsIndexBufferUAVs=true
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bSupportsManualVertexFetch=false
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bSupportsClipDistance = false
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bSupportsShaderPipelines = false
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bSupportsVertexShaderSRVs=false
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bSupportsUniformBufferObjects = true
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FriendlyName=LOCTEXT("FriendlyShaderPlatformName_AndroidVulkan", "Android Vulkan Mobile")
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[ShaderPlatform VULKAN_SM5_ANDROID]
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Language=Vulkan
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MaxFeatureLevel=SM5
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ShaderFormat=SF_VULKAN_SM5_ANDROID
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bTargetsTiledGPU=true
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bNeedsOfflineCompiler=true
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bSupportsIndexBufferUAVs=true
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bRequiresDisableForwardLocalLights=true
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bWaterUsesSimpleForwardShading=true
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bSupportsVertexShaderSRVs=true
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bSupportsManualVertexFetch=true
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; Raytracing and Lumen
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bSupportsRayTracing = true
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bSupportsRayTracingShaders = false
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bSupportsInlineRayTracing = true
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bSupportsRayTracingIndirectInstanceData = true
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bSupportsByteBufferComputeShaders = true
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bEnableRayTracing=true
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bSupportsGPUSkinCache=true
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EnablesHLSL2021ByDefault=1
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bSupportsGPUScene=true
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bSupportsLumenGI=true
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bSupportsDistanceFields=true
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bSupportsDualSourceBlending=false
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