Add statically disabled tessellation on macOS/iOS
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@@ -133,17 +133,17 @@ PipelineLayoutVulkan* GPUPipelineStateVulkan::GetLayout()
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return _layout;
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DescriptorSetLayoutInfoVulkan descriptorSetLayoutInfo;
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#define INIT_SHADER_STAGE(set, bit) \
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if (DescriptorInfoPerStage[DescriptorSet::set]) \
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descriptorSetLayoutInfo.AddBindingsForStage(bit, DescriptorSet::set, DescriptorInfoPerStage[DescriptorSet::set])
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INIT_SHADER_STAGE(Vertex, VK_SHADER_STAGE_VERTEX_BIT);
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#if GPU_ALLOW_TESSELLATION_SHADERS
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INIT_SHADER_STAGE(Hull, VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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INIT_SHADER_STAGE(Domain, VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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#endif
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INIT_SHADER_STAGE(Geometry, VK_SHADER_STAGE_GEOMETRY_BIT);
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INIT_SHADER_STAGE(Pixel, VK_SHADER_STAGE_FRAGMENT_BIT);
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#undef INIT_SHADER_STAGE
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_layout = _device->GetOrCreateLayout(descriptorSetLayoutInfo);
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ASSERT(_layout);
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DescriptorSetsLayout = &_layout->DescriptorSetLayout;
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@@ -253,8 +253,10 @@ bool GPUPipelineStateVulkan::Init(const Description& desc)
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stage.pName = desc.type->GetName().Get(); \
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}
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INIT_SHADER_STAGE(VS, Vertex, VK_SHADER_STAGE_VERTEX_BIT);
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#if GPU_ALLOW_TESSELLATION_SHADERS
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INIT_SHADER_STAGE(HS, Hull, VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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INIT_SHADER_STAGE(DS, Domain, VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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#endif
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INIT_SHADER_STAGE(GS, Geometry, VK_SHADER_STAGE_GEOMETRY_BIT);
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INIT_SHADER_STAGE(PS, Pixel, VK_SHADER_STAGE_FRAGMENT_BIT);
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#undef INIT_SHADER_STAGE
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@@ -278,6 +280,7 @@ bool GPUPipelineStateVulkan::Init(const Description& desc)
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_descInputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_PATCH_LIST;
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_desc.pInputAssemblyState = &_descInputAssembly;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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// Tessellation
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if (desc.HS)
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{
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@@ -285,6 +288,7 @@ bool GPUPipelineStateVulkan::Init(const Description& desc)
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_descTessellation.patchControlPoints = desc.HS->GetControlPointsCount();
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_desc.pTessellationState = &_descTessellation;
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}
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#endif
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// Viewport
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RenderToolsVulkan::ZeroStruct(_descViewport, VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO);
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