ue metal feature level
if (Input.ShaderFormat == NAME_SF_METAL || Input.ShaderFormat == NAME_SF_METAL_TVOS) { UE_CLOG(VersionEnum < 2, LogShaders, Warning, TEXT("Metal shader version must be Metal v1.2 or higher for format %s!"), VersionEnum, *Input.ShaderFormat.ToString()); VersionEnum = VersionEnum >= 2 ? VersionEnum : 2; AdditionalDefines.SetDefine(TEXT("METAL_PROFILE"), 1); } else if (Input.ShaderFormat == NAME_SF_METAL_MRT || Input.ShaderFormat == NAME_SF_METAL_MRT_TVOS) { UE_CLOG(VersionEnum < 2, LogShaders, Warning, TEXT("Metal shader version must be Metal v1.2 or higher for format %s!"), VersionEnum, *Input.ShaderFormat.ToString()); AdditionalDefines.SetDefine(TEXT("METAL_MRT_PROFILE"), 1); VersionEnum = VersionEnum >= 2 ? VersionEnum : 2; MetalCompilerTarget = HCT_FeatureLevelSM5; Semantics = EMetalGPUSemanticsTBDRDesktop; } else if (Input.ShaderFormat == NAME_SF_METAL_MACES3_1) { UE_CLOG(VersionEnum < 3, LogShaders, Warning, TEXT("Metal shader version must be Metal v2.0 or higher for format %s!"), VersionEnum, *Input.ShaderFormat.ToString()); AdditionalDefines.SetDefine(TEXT("METAL_PROFILE"), 1); VersionEnum = VersionEnum > 3 ? VersionEnum : 3; MetalCompilerTarget = HCT_FeatureLevelES3_1; Semantics = EMetalGPUSemanticsImmediateDesktop; } else if (Input.ShaderFormat == NAME_SF_METAL_SM5_NOTESS) { UE_CLOG(VersionEnum < 3, LogShaders, Warning, TEXT("Metal shader version must be Metal v2.0 or higher for format %s!"), VersionEnum, *Input.ShaderFormat.ToString()); AdditionalDefines.SetDefine(TEXT("METAL_SM5_NOTESS_PROFILE"), 1); AdditionalDefines.SetDefine(TEXT("USING_VERTEX_SHADER_LAYER"), 1); VersionEnum = VersionEnum > 3 ? VersionEnum : 3; MetalCompilerTarget = HCT_FeatureLevelSM5; Semantics = EMetalGPUSemanticsImmediateDesktop; } else if (Input.ShaderFormat == NAME_SF_METAL_SM5) { UE_CLOG(VersionEnum < 3, LogShaders, Warning, TEXT("Metal shader version must be Metal v2.0 or higher for format %s!"), VersionEnum, *Input.ShaderFormat.ToString()); AdditionalDefines.SetDefine(TEXT("METAL_SM5_PROFILE"), 1); AdditionalDefines.SetDefine(TEXT("USING_VERTEX_SHADER_LAYER"), 1); VersionEnum = VersionEnum > 3 ? VersionEnum : 3; MetalCompilerTarget = HCT_FeatureLevelSM5; Semantics = EMetalGPUSemanticsImmediateDesktop; } else if (Input.ShaderFormat == NAME_SF_METAL_MRT_MAC) { UE_CLOG(VersionEnum < 3, LogShaders, Warning, TEXT("Metal shader version must be Metal v2.0 or higher for format %s!"), VersionEnum, *Input.ShaderFormat.ToString()); AdditionalDefines.SetDefine(TEXT("METAL_MRT_PROFILE"), 1); VersionEnum = VersionEnum > 3 ? VersionEnum : 3; MetalCompilerTarget = HCT_FeatureLevelSM5; Semantics = EMetalGPUSemanticsTBDRDesktop; }
#if PS4_PROFILE #define FEATURE_LEVEL FEATURE_LEVEL_SM5 #elif SM5_PROFILE // SM5 = full dx11 features (high end UE4 rendering) #define FEATURE_LEVEL FEATURE_LEVEL_SM5 #elif SM4_PROFILE #define FEATURE_LEVEL FEATURE_LEVEL_SM4 #elif SWITCH_PROFILE || SWITCH_PROFILE_FORWARD #undef ES3_1_PROFILE #if SWITCH_PROFILE #define FEATURE_LEVEL FEATURE_LEVEL_SM5 #else #define FEATURE_LEVEL FEATURE_LEVEL_ES3_1 // @todo switch: maybe all uses of this should check feature level not profile? #define ES3_1_PROFILE 1 #endif #elif VULKAN_PROFILE #define FEATURE_LEVEL FEATURE_LEVEL_ES3_1 // @todo: replace usage of ES3_1_PROFILE with FEATURE_LEVEL where appropriate #undef ES3_1_PROFILE #define ES3_1_PROFILE 1 #elif VULKAN_PROFILE_SM5 #define FEATURE_LEVEL FEATURE_LEVEL_SM5 #define STENCIL_COMPONENT_SWIZZLE .x #elif METAL_PROFILE #define FEATURE_LEVEL FEATURE_LEVEL_ES3_1 // @todo metal: remove this and make sure all uses handle METAL_PROFILE #undef ES3_1_PROFILE #define ES3_1_PROFILE 1 #if MAX_SHADER_LANGUAGE_VERSION >= 3 #define FCOLOR_COMPONENT_SWIZZLE .rgba #else #define FCOLOR_COMPONENT_SWIZZLE .bgra #endif #define FMANUALFETCH_COLOR_COMPONENT_SWIZZLE .bgra #define STENCIL_COMPONENT_SWIZZLE .x #elif METAL_MRT_PROFILE #define FEATURE_LEVEL FEATURE_LEVEL_SM5 #if MAX_SHADER_LANGUAGE_VERSION >= 3 #define FCOLOR_COMPONENT_SWIZZLE .rgba #else #define FCOLOR_COMPONENT_SWIZZLE .bgra #endif #define FMANUALFETCH_COLOR_COMPONENT_SWIZZLE .bgra #define STENCIL_COMPONENT_SWIZZLE .x #elif METAL_SM5_NOTESS_PROFILE #define FEATURE_LEVEL FEATURE_LEVEL_SM5 #define FCOLOR_COMPONENT_SWIZZLE .rgba #define FMANUALFETCH_COLOR_COMPONENT_SWIZZLE .bgra #define STENCIL_COMPONENT_SWIZZLE .x #elif METAL_SM5_PROFILE #define FEATURE_LEVEL FEATURE_LEVEL_SM5 #define FCOLOR_COMPONENT_SWIZZLE .rgba #define FMANUALFETCH_COLOR_COMPONENT_SWIZZLE .bgra #define STENCIL_COMPONENT_SWIZZLE .x #elif ES3_1_PROFILE #define FEATURE_LEVEL FEATURE_LEVEL_ES3_1 #if COMPILER_GLSL_ES3_1 #define FCOLOR_COMPONENT_SWIZZLE .bgra #define FMANUALFETCH_COLOR_COMPONENT_SWIZZLE .bgra #else #define FCOLOR_COMPONENT_SWIZZLE .rgba #define FMANUALFETCH_COLOR_COMPONENT_SWIZZLE .bgra #endif #if COMPILER_GLSL || COMPILER_GLSL_ES3_1 // A8 textures when sampled have their component in R #define A8_SAMPLE_MASK .r #endif #elif VECTORVM_PROFILE #define FEATURE_LEVEL FEATURE_LEVEL_SM5 #endif
SM5---dx11
metal_MRT_Profile sm5 tbdrDesktop 这俩不确定
metal_sm5_noTess_Profile no tessellation
metal_sm5_profile 就是ios desktop renderer 的sm5
metal_Profile es31
shader这里 metal的有三种
metal sm5 ---basepass desktop mac上的desktop renderer
metal ---metal低版本---mobilebasepass ---gl_LastFragDataR_4 SceneDepth放这里 Mobile deferred 也是这个 ps里用这个(METAL_PROFILE && !MAC) && PIXELSHADER
metal MRT---basepass Mobile deferred SceneTextureStruct_SceneDepthTexture. ---这个就是mobile desktop renderer on mobile (METAL_MRT_PROFILE&& !MAC) && PIXELSHADER
不一样的shader编号
不同quality同样编号