Add HasDepthClip to GPU Device limits

This commit is contained in:
Wojtek Figat
2023-10-11 10:15:44 +02:00
parent ac542bf920
commit cbdd6c4964
6 changed files with 11 additions and 16 deletions

View File

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