Refactor iOS deployment to use XCode project
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@@ -1679,7 +1679,7 @@ bool GPUDeviceVulkan::Init()
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auto& limits = Limits;
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limits.HasCompute = GetShaderProfile() == ShaderProfile::Vulkan_SM5 && PhysicalDeviceLimits.maxComputeWorkGroupCount[0] >= GPU_MAX_CS_DISPATCH_THREAD_GROUPS && PhysicalDeviceLimits.maxComputeWorkGroupCount[1] >= GPU_MAX_CS_DISPATCH_THREAD_GROUPS;
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limits.HasTessellation = !!PhysicalDeviceFeatures.tessellationShader && PhysicalDeviceLimits.maxBoundDescriptorSets > (uint32_t)DescriptorSet::Domain;
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#if PLATFORM_ANDROID
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#if PLATFORM_ANDROID || PLATFORM_IOS
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limits.HasGeometryShaders = false; // Don't even try GS on mobile
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#else
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limits.HasGeometryShaders = !!PhysicalDeviceFeatures.geometryShader;
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@@ -79,7 +79,7 @@ void GPUSwapChainVulkan::OnReleaseGPU()
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bool GPUSwapChainVulkan::IsFullscreen()
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{
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#if PLATFORM_ANDROID || PLATFORM_SWITCH
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#if PLATFORM_ANDROID || PLATFORM_SWITCH || PLATFORM_IOS
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// Not supported
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return true;
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#else
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@@ -89,7 +89,7 @@ bool GPUSwapChainVulkan::IsFullscreen()
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void GPUSwapChainVulkan::SetFullscreen(bool isFullscreen)
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{
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#if PLATFORM_ANDROID || PLATFORM_SWITCH
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#if PLATFORM_ANDROID || PLATFORM_SWITCH || PLATFORM_IOS
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// Not supported
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#else
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if (!_surface)
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@@ -4,6 +4,7 @@
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#include "iOSVulkanPlatform.h"
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#include "../RenderToolsVulkan.h"
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#include "Engine/Core/Delegate.h"
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#include <UIKit/UIKit.h>
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void iOSVulkanPlatform::GetInstanceExtensions(Array<const char*>& extensions, Array<const char*>& layers)
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@@ -14,11 +15,15 @@ void iOSVulkanPlatform::GetInstanceExtensions(Array<const char*>& extensions, Ar
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void iOSVulkanPlatform::CreateSurface(void* windowHandle, VkInstance instance, VkSurfaceKHR* surface)
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{
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MISSING_CODE("TODO: Vulkan via MoltenVK on iOS");
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VkIOSSurfaceCreateInfoMVK surfaceCreateInfo;
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RenderToolsVulkan::ZeroStruct(surfaceCreateInfo, VK_STRUCTURE_TYPE_IOS_SURFACE_CREATE_INFO_MVK);
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surfaceCreateInfo.pView = nullptr; // UIView or CAMetalLayer
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VALIDATE_VULKAN_RESULT(vkCreateIOSSurfaceMVK(instance, &surfaceCreateInfo, nullptr, surface));
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// Create surface on a main UI Thread
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Function<void()> func = [&windowHandle, &instance, &surface]()
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{
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VkIOSSurfaceCreateInfoMVK surfaceCreateInfo;
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RenderToolsVulkan::ZeroStruct(surfaceCreateInfo, VK_STRUCTURE_TYPE_IOS_SURFACE_CREATE_INFO_MVK);
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surfaceCreateInfo.pView = windowHandle; // UIView or CAMetalLayer
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VALIDATE_VULKAN_RESULT(vkCreateIOSSurfaceMVK(instance, &surfaceCreateInfo, nullptr, surface));
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};
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iOSPlatform::RunOnUIThread(func, true);
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}
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#endif
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