Add HasDepthClip to GPU Device limits
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@@ -50,18 +50,7 @@ bool GPUDeviceNull::Init()
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// Init device limits
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{
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auto& limits = Limits;
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limits.HasCompute = false;
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limits.HasTessellation = false;
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limits.HasGeometryShaders = false;
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limits.HasInstancing = false;
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limits.HasVolumeTextureRendering = false;
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limits.HasDrawIndirect = false;
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limits.HasAppendConsumeBuffers = false;
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limits.HasSeparateRenderTargetBlendState = false;
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limits.HasDepthAsSRV = false;
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limits.HasReadOnlyDepth = false;
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limits.HasMultisampleDepthAsSRV = false;
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limits.HasTypedUAVLoad = false;
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Platform::MemoryClear(&limits, sizeof(limits));
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limits.MaximumMipLevelsCount = 14;
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limits.MaximumTexture1DSize = 8192;
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limits.MaximumTexture1DArraySize = 512;
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@@ -70,11 +59,8 @@ bool GPUDeviceNull::Init()
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limits.MaximumTexture3DSize = 2048;
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limits.MaximumTextureCubeSize = 16384;
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limits.MaximumSamplerAnisotropy = 1;
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for (int32 i = 0; i < static_cast<int32>(PixelFormat::MAX); i++)
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{
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FeaturesPerFormat[i] = FormatFeatures(static_cast<PixelFormat>(i), MSAALevel::None, FormatSupport::None);
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}
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}
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// Create main context
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