Files
UnrealEngineUWP/Engine/Config/TVOS/DataDrivenPlatformInfo.ini
laura hermanns 29a6c72678 [Shaders] Move macro SUPPORTS_INDEPENDENT_SAMPLERS to DDSPI configuration.
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]
2024-02-23 11:10:12 -05:00

42 lines
1.2 KiB
INI

[DataDrivenPlatformInfo]
bIsConfidential=false
IniParent=IOS
TargetSettingsIniSectionName=/Script/IOSRuntimeSettings.IOSRuntimeSettings
GlobalIdentifier=A478294FBD0D4EC08830B6D4D219C1A4
NormalIconPath=Launcher/TVOS/Platform_TVOS_24x
LargeIconPath=Launcher/TVOS/Platform_TVOS_128x
XLargeIconPath=
AutoSDKPath=
TutorialPath=SharingAndReleasing/Mobile/iOS
Windows:bIsEnabled=true
Mac:bIsEnabled=true
Linux:bIsEnabled=false
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
PlatformGroupName=Mobile
[ShaderPlatform METAL_MRT_TVOS]
Language=Metal
MaxFeatureLevel=SM5
ShaderFormat=SF_METAL_MRT_TVOS
bIsMetalMRT=true
bTargetsTiledGPU=true
bSupportsIndexBufferUAVs=true
bSupports4ComponentUAVReadWrite=true
bSupportsManualVertexFetch=false
bSupportsDualSourceBlending=true
bSupportsIndependentSamplers=true
FriendlyName=LOCTEXT("FriendlyShaderPlatformName_TVOS_SM5", "TVOS Metal SM5")
[ShaderPlatform METAL_TVOS]
Language=Metal
MaxFeatureLevel=ES3_1
ShaderFormat=SF_METAL_TVOS
bIsMobile=true
bTargetsTiledGPU=true
bSupports4ComponentUAVReadWrite=true
bSupportsManualVertexFetch=false
bSupportsShaderPipelines = false
bSupportsIndependentSamplers=true
FriendlyName=LOCTEXT("FriendlyShaderPlatformName_TVOS_Mobile", "TVOS Metal Mobile")