; Have a single source of truth for all desktop class Vulkan platforms ; This is done so all the platforms using SP_VULKAN_SM5/SM6 can share the same DDC ; If your Vulkan platform needs its own settings, create a new SP for it [DataDrivenPlatformInfo] bIsConfidential=false bIsFakePlatform=true GlobalIdentifier=97F8C85EF1B0424792D201C893358C8F [ShaderPlatform VULKAN_SM5] Language=Vulkan MaxFeatureLevel=SM5 ShaderFormat=SF_VULKAN_SM5 bIsMobile = false bIsMetalMRT = false bIsPC = true bIsConsole = false bIsAndroidOpenGLES = false bSupportsDxc = true bIsSPIRV=true bSupportsDebugViewShaders=true ; //#todo-vulkanddpi bSupportsMobileMultiView = false ; //#todo-vulkanddpi bSupportsArrayTextureCompression = false bSupportsDistanceFields = true bSupportsDiaphragmDOF = true bSupportsRGBColorBuffer = true bSupportsPercentageCloserShadows=true bSupportsIndexBufferUAVs = true bSupportsInstancedStereo = true SupportsMultiViewport = RuntimeDependent bSupportsMSAA = true ; //#todo-vulkanddpi bSupports4ComponentUAVReadWrite = false ; //#todo-vulkanddpi bSupportsRenderTargetWriteMask = false bSupportsRayTracing = false bSupportsRayTracingShaders = false bSupportsInlineRayTracing = false bSupportsRayTracingIndirectInstanceData = true bSupportsGPUScene = true ; //#todo-vulkanddpi bSupportsPrimitiveShaders = false bSupportsUInt64ImageAtomics = false ; //#todo-vulkanddpi bRequiresVendorExtensionsForAtomics = false bSupportsNanite = false bSupportsSceneDataCompressedTransforms = true bSupportsLumenGI = true ; //#todo-vulkanddpi bSupportsSSDIndirect = false ; //#todo-vulkanddpi bSupportsTemporalHistoryUpscale = false ; //#todo-vulkanddpi bSupportsRTIndexFromVS = false ; //#todo-vulkanddpi bSupportsIntrinsicWaveOnce = false ; //#todo-vulkanddpi bSupportsConservativeRasterization = false bSupportsWaveOperations=RuntimeDependent MinimumWaveSize=4 MaximumWaveSize=128 ; //#todo-vulkanddpi bRequiresExplicit128bitRT = false bTargetsTiledGPU = false bNeedsOfflineCompiler = false bSupportsComputeFramework = true ; //#todo-vulkanddpi bSupportsDualSourceBlending = true ; //#todo-vulkanddpi bRequiresGeneratePrevTransformBuffer = false bRequiresRenderTargetDuringRaster = true ; //#todo-vulkanddpi bRequiresDisableForwardLocalLights = true bCompileSignalProcessingPipeline = true bSupportsGen5TemporalAA=true ; //#todo-vulkanddpi bSupportsPerPixelDBufferMask = false bSupportsVariableRateShading = true NumberOfComputeThreads = 64 bSupportsHairStrandGeometry=true bSupportsFFTBloom=true bSupportsDiaphragmDOF=true ; The support really is conditional, the runtime code needs to also test GRHISupportsArrayIndexFromAnyShader bSupportsVertexShaderLayer=true bSupportsAnisotropicMaterials=true ; disable until DXC -> SPRIV ROV support is implemented bSupportsROV=false bSupportsOIT=false EnablesHLSL2021ByDefault=1 FriendlyName=LOCTEXT("FriendlyShaderPlatformName_VulkanPC_SM5", "PC Vulkan SM5") bSupportsNNEShaders=false bSupportsUniformBufferObjects = true bSupportsRealTypes=Unsupported bSupportsIndependentSamplers=true [ShaderPlatform VULKAN_SM6] Language=Vulkan MaxFeatureLevel=SM6 ShaderFormat=SF_VULKAN_SM6 bIsMobile = false bIsMetalMRT = false bIsPC = true bIsConsole = false bIsAndroidOpenGLES = false bSupportsDxc = true bIsSPIRV=true bSupportsDebugViewShaders=true bSupportsMobileMultiView = false bSupportsArrayTextureCompression = false bSupportsDistanceFields = true bSupportsDiaphragmDOF = true bSupportsRGBColorBuffer = true bSupportsPercentageCloserShadows=true bSupportsVolumetricFog = true bSupportsIndexBufferUAVs = true bSupportsInstancedStereo = true SupportsMultiViewport = RuntimeDependent bSupportsMSAA = true bSupports4ComponentUAVReadWrite = false bSupportsRenderTargetWriteMask = false bSupportsRayTracing = true bSupportsInlineRayTracing = true bSupportsRayTracingIndirectInstanceData = true ; Enable full Vulkan ray tracing bSupportsRayTracingShaders = true bSupportsPathTracing = true bSupportsRayTracingCallableShaders = true bSupportsRayTracingProceduralPrimitive = true bSupportsGPUScene = true bSupportsPrimitiveShaders = false bSupportsUInt64ImageAtomics = true bRequiresVendorExtensionsForAtomics = false bSupportsNanite = true bSupportsSceneDataCompressedTransforms = true bSupportsLumenGI = true bSupportsMeshShadersTier0=true bSupportsMeshShadersTier1=true MaxMeshShaderThreadGroupSize=128 ; //#todo-vulkanddpi bSupportsSSDIndirect = false ; //#todo-vulkanddpi bSupportsTemporalHistoryUpscale = false ; //#todo-vulkanddpi bSupportsRTIndexFromVS = false ; //#todo-vulkanddpi bSupportsIntrinsicWaveOnce = false ; //#todo-vulkanddpi bSupportsConservativeRasterization = false bSupportsWaveOperations=RuntimeGuaranteed MinimumWaveSize=4 MaximumWaveSize=128 ; //#todo-vulkanddpi bRequiresExplicit128bitRT = false bTargetsTiledGPU = false bNeedsOfflineCompiler = false bSupportsComputeFramework = true ; //#todo-vulkanddpi bSupportsDualSourceBlending = true ; //#todo-vulkanddpi bRequiresGeneratePrevTransformBuffer = false bRequiresRenderTargetDuringRaster = true bCompileSignalProcessingPipeline = true bSupportsGen5TemporalAA=true ; //#todo-vulkanddpi bSupportsPerPixelDBufferMask = false bSupportsVariableRateShading = true NumberOfComputeThreads = 64 bSupportsHairStrandGeometry=true bSupportsFFTBloom=true bSupportsDiaphragmDOF=true bSupportsVertexShaderLayer=true bSupportsAnisotropicMaterials=true ; disable until DXC -> SPRIV ROV support is implemented bSupportsROV=false bSupportsOIT=false EnablesHLSL2021ByDefault=1 FriendlyName=LOCTEXT("FriendlyShaderPlatformName_VulkanPC_SM6", "PC Vulkan SM6") bSupportsBindless=true bSupportsNNEShaders=false bSupportsUniformBufferObjects = true bSupportsRealTypes=RuntimeDependent bSupportsIndependentSamplers=true SupportsBarycentricsSemantic=RuntimeGuaranteed [ShaderPlatform VULKAN_PCES3_1] Language=Vulkan MaxFeatureLevel=ES3_1 ShaderFormat=SF_VULKAN_ES31 bIsPC=true bIsMobile=true bSupportsMobileMultiView=true bSupportsIndexBufferUAVs=true bSupportsManualVertexFetch=false ; The support really is conditional, the runtime code needs to also test GRHISupportsArrayIndexFromAnyShader bSupportsVertexShaderLayer=true bSupportsSceneDataCompressedTransforms=true bSupportsShaderPipelines = false bSupportsVertexShaderSRVs = false bSupportsUniformBufferObjects = true bSupportsDualSourceBlending = true bSupportsIndependentSamplers=true FriendlyName=LOCTEXT("FriendlyShaderPlatformName_VulkanPC_Mobile", "PC Vulkan Mobile") [PreviewPlatform VULKAN_SM5] PlatformName=PC ShaderFormat=SF_VULKAN_SM5 ShaderPlatform=VULKAN_SM5 MenuTooltip=LOCTEXT("PreviewMenuTooltip_VulkanPC_SM5", "Linux using SM5 profile")