Add statically disabled geometry shaders on mobile
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@@ -352,7 +352,7 @@ bool GPUDeviceDX11::Init()
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_device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS2, &featureDataD3D11Options2, sizeof(featureDataD3D11Options2));
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limits.HasCompute = d3D10XHardwareOptions.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x != 0;
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limits.HasTessellation = GPU_ALLOW_TESSELLATION_SHADERS;
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limits.HasGeometryShaders = true;
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limits.HasGeometryShaders = GPU_ALLOW_GEOMETRY_SHADERS;
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limits.HasInstancing = true;
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limits.HasVolumeTextureRendering = true;
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limits.HasDrawIndirect = true;
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@@ -376,7 +376,7 @@ bool GPUDeviceDX11::Init()
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{
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limits.HasCompute = false;
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limits.HasTessellation = false;
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limits.HasGeometryShaders = true;
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limits.HasGeometryShaders = GPU_ALLOW_GEOMETRY_SHADERS;
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limits.HasInstancing = true;
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limits.HasVolumeTextureRendering = false;
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limits.HasDrawIndirect = false;
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@@ -92,6 +92,7 @@ GPUShaderProgram* GPUShaderDX11::CreateGPUShaderProgram(ShaderStage type, const
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shader = New<GPUShaderProgramVSDX11>(initializer, buffer, inputLayout, inputLayoutSize);
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break;
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}
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#if GPU_ALLOW_TESSELLATION_SHADERS
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case ShaderStage::Hull:
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{
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// Read control points
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@@ -118,6 +119,8 @@ GPUShaderProgram* GPUShaderDX11::CreateGPUShaderProgram(ShaderStage type, const
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shader = New<GPUShaderProgramDSDX11>(initializer, buffer);
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break;
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}
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#endif
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#if GPU_ALLOW_GEOMETRY_SHADERS
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case ShaderStage::Geometry:
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{
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// Create shader
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@@ -129,6 +132,7 @@ GPUShaderProgram* GPUShaderDX11::CreateGPUShaderProgram(ShaderStage type, const
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shader = New<GPUShaderProgramGSDX11>(initializer, buffer);
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break;
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}
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#endif
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case ShaderStage::Pixel:
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{
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// Create shader
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@@ -122,6 +122,7 @@ public:
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}
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};
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#if GPU_ALLOW_TESSELLATION_SHADERS
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/// <summary>
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/// Hull Shader for DirectX 11 backend.
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/// </summary>
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@@ -159,7 +160,9 @@ public:
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{
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}
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};
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#endif
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#if GPU_ALLOW_GEOMETRY_SHADERS
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/// <summary>
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/// Geometry Shader for DirectX 11 backend.
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/// </summary>
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@@ -177,6 +180,7 @@ public:
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{
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}
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};
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#endif
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/// <summary>
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/// Pixel Shader for DirectX 11 backend.
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