Add statically disabled geometry shaders on mobile
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@@ -374,7 +374,7 @@ bool GPUDeviceDX12::Init()
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auto& limits = Limits;
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limits.HasCompute = true;
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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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@@ -85,6 +85,7 @@ GPUShaderProgram* GPUShaderDX12::CreateGPUShaderProgram(ShaderStage type, const
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shader = New<GPUShaderProgramVSDX12>(initializer, header, cacheBytes, cacheSize, 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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int32 controlPointsCount;
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@@ -97,11 +98,14 @@ GPUShaderProgram* GPUShaderDX12::CreateGPUShaderProgram(ShaderStage type, const
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shader = New<GPUShaderProgramDSDX12>(initializer, header, cacheBytes, cacheSize);
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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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shader = New<GPUShaderProgramGSDX12>(initializer, header, cacheBytes, cacheSize);
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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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shader = New<GPUShaderProgramPSDX12>(initializer, header, cacheBytes, cacheSize);
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@@ -79,6 +79,7 @@ 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 12 backend.
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/// </summary>
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@@ -105,7 +106,9 @@ 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 12 backend.
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/// </summary>
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@@ -118,6 +121,7 @@ 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 12 backend.
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