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◆ FDataDrivenShaderPlatformInfo
◆ GetMaxSupportedFeatureLevel()
◆ IsAndroidOpenGLESPlatform()
◆ IsAndroidPlatform()
◆ IsConsolePlatform()
◆ IsD3DPlatform()
◆ IsFeatureLevelSupported()
Returns true if the feature level is supported by the shader platform.
◆ IsHlslccShaderPlatform()
◆ IsMetalMobilePlatform()
◆ IsMetalMobileSM5Platform()
◆ IsMetalMRTPlatform()
◆ IsMetalPlatform()
◆ IsMetalSM5Platform()
◆ IsMetalSM6Platform()
◆ IsMobilePlatform()
Whether the shader platform corresponds to the ES3.1/Metal/Vulkan feature level.
◆ IsOpenGLPlatform()
◆ IsPCPlatform()
◆ IsSimulatedPlatform()
◆ IsVulkanMobilePlatform()
◆ IsVulkanMobileSM5Platform()
◆ IsVulkanPlatform()
◆ RHIGetBindlessSupport()
◆ RHIGetStaticShaderBindingLayoutSupport()
True if the given shader platform supports static shader resource tables.
◆ RHIHasTiledGPU()
◆ RHIMaxMeshShaderThreadGroupSize()
◆ RHISupports4ComponentUAVReadWrite()
◆ RHISupportsAbsoluteVertexID()
Returns true if SV_VertexID contains BaseVertexIndex passed to the draw call, false if shaders must manually construct an absolute VertexID.
◆ RHISupportsBufferLoadTypeConversion()
◆ RHISupportsConservativeRasterization()
True if the given shader platform supports overestimated conservative rasterization
◆ RHISupportsDualSourceBlending()
◆ RHISupportsGeometryShaders()
◆ RHISupportsIndexBufferUAVs()
◆ RHISupportsInlineRayTracing()
Whether this platform can compile shaders with inline ray tracing features. To use at runtime, also check GRHISupportsRayTracing and r.RayTracing CVar (see IsRayTracingEnabled() helper).
◆ RHISupportsInstancedStereo()
◆ RHISupportsManualVertexFetch()
Whether Manual Vertex Fetch is supported for the specified shader platform. Shader Platform must not use the mobile renderer, and for Metal, the shader language must be at least 2.
◆ RHISupportsMeshShadersTier0()
Can this platform compile mesh shaders with tier0 capability. To use at runtime, also check GRHISupportsMeshShadersTier0.
◆ RHISupportsMeshShadersTier1()
Can this platform compile mesh shaders with tier1 capability. To use at runtime, also check GRHISupportsMeshShadersTier1.
◆ RHISupportsMobileMultiView()
◆ RHISupportsMSAA()
◆ RHISupportsMultiViewport()
Can this platform implement instanced stereo rendering by rendering to multiple viewports. Note: run-time users should always check GRHISupportsArrayIndexFromAnyShader as well, since for some SPs (particularly PCD3D_SM5) minspec does not guarantee that feature.
◆ RHISupportsNativeShaderLibraries()
◆ RHISupportsRayTracing()
Whether this platform can build acceleration structures and use full ray tracing pipelines or inline ray tracing (ray queries). To use at runtime, also check GRHISupportsRayTracing and r.RayTracing CVar (see IsRayTracingEnabled() helper). Check GRHISupportsRayTracingShaders before using full ray tracing pipeline state objects. Check GRHISupportsInlineRayTracing before using inline ray tracing features in compute and other shaders.
◆ RHISupportsRayTracingCallableShaders()
Whether this platform can compile ray tracing callable shaders. To use at runtime, also check GRHISupportsRayTracing and r.RayTracing CVar (see IsRayTracingEnabled() helper).
◆ RHISupportsRayTracingShaders()
Whether this platform can compile ray tracing shaders (regardless of project settings). To use at runtime, also check GRHISupportsRayTracing and r.RayTracing CVar (see IsRayTracingEnabled() helper).
◆ RHISupportsRenderTargetWriteMask()
True if the given shader platform supports a render target write mask
◆ RHISupportsSeparateMSAAAndResolveTextures()
◆ RHISupportsShaderBundleDispatch()
True if the given shader platform supports shader bundle dispatch
◆ RHISupportsShaderPipelines()
◆ RHISupportsShaderRootConstants()
True if the given shader platform supports shader root constants
◆ RHISupportsSwapchainUAVs()
◆ RHISupportsVertexShaderLayer()
◆ RHISupportsVolumeTextureAtomics()
◆ RHISupportsVolumeTextures()
Whether the platform supports reading from volume textures (does not cover rendering to volume textures).
◆ RHISupportsWaveOperations()
Can this platform compile shaders that use shader model 6.0 wave intrinsics. To use such shaders at runtime, also check GRHISupportsWaveOperations.
◆ RHISupportsWaveSize64()
True if the platform supports wave size of 64
◆ RHISupportsWorkGraphs()
True if the platform supports Work Graphs
◆ RHISupportsWorkGraphsTier1_1()
◆ RHIVolumeTextureRenderingSupportGuaranteed()
Return true if and only if the GPU support rendering to volume textures (2D Array, 3D) is guaranteed supported for a target platform. if PipelineVolumeTextureLUTSupportGuaranteedAtRuntime is true then it is guaranteed that GSupportsVolumeTextureRendering is true at runtime.
◆ LANGUAGE_D3D
◆ LANGUAGE_Metal
◆ LANGUAGE_Nintendo
◆ LANGUAGE_OpenGL
◆ LANGUAGE_Sony
◆ LANGUAGE_Vulkan