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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