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While the mobile team wants to keep independent samples disbaled for PCD3D_ES3_1, it makes sense to move this as a platform dependent feature into the DDSPI configuration. #rb brian.white, christopher.waters, Yuriy.ODonnell [FYI] Dmitriy.Dyomin, Carl.Lloyd #rnx [CL 31764896 by laura hermanns in ue5-main branch]
42 lines
1.2 KiB
INI
42 lines
1.2 KiB
INI
[DataDrivenPlatformInfo]
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bIsConfidential=false
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IniParent=IOS
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TargetSettingsIniSectionName=/Script/IOSRuntimeSettings.IOSRuntimeSettings
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GlobalIdentifier=A478294FBD0D4EC08830B6D4D219C1A4
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NormalIconPath=Launcher/TVOS/Platform_TVOS_24x
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LargeIconPath=Launcher/TVOS/Platform_TVOS_128x
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XLargeIconPath=
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AutoSDKPath=
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TutorialPath=SharingAndReleasing/Mobile/iOS
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Windows:bIsEnabled=true
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Mac:bIsEnabled=true
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Linux:bIsEnabled=false
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bUsesHostCompiler=false
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bUATClosesAfterLaunch=true
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PlatformGroupName=Mobile
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[ShaderPlatform METAL_MRT_TVOS]
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Language=Metal
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MaxFeatureLevel=SM5
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ShaderFormat=SF_METAL_MRT_TVOS
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bIsMetalMRT=true
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bTargetsTiledGPU=true
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bSupportsIndexBufferUAVs=true
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bSupports4ComponentUAVReadWrite=true
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bSupportsManualVertexFetch=false
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bSupportsDualSourceBlending=true
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bSupportsIndependentSamplers=true
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FriendlyName=LOCTEXT("FriendlyShaderPlatformName_TVOS_SM5", "TVOS Metal SM5")
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[ShaderPlatform METAL_TVOS]
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Language=Metal
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MaxFeatureLevel=ES3_1
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ShaderFormat=SF_METAL_TVOS
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bIsMobile=true
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bTargetsTiledGPU=true
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bSupports4ComponentUAVReadWrite=true
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bSupportsManualVertexFetch=false
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bSupportsShaderPipelines = false
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bSupportsIndependentSamplers=true
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FriendlyName=LOCTEXT("FriendlyShaderPlatformName_TVOS_Mobile", "TVOS Metal Mobile") |