49 lines
1.8 KiB
C++
49 lines
1.8 KiB
C++
//
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// Copyright 2019 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// FeaturesMtl.h: Optional features for the Metal renderer.
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//
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#ifndef ANGLE_PLATFORM_FEATURESMTL_H_
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#define ANGLE_PLATFORM_FEATURESMTL_H_
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#include "platform/Feature.h"
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namespace angle
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{
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struct FeaturesMtl : FeatureSetBase
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{
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// BaseVertex/Instanced draw support:
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Feature hasBaseVertexInstancedDraw = {
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"has_base_vertex_instanced_draw", FeatureCategory::MetalFeatures,
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"The renderer supports base vertex instanced draw", &members};
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// Support depth texture filtering
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Feature hasDepthTextureFiltering = {
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"has_depth_texture_filtering", FeatureCategory::MetalFeatures,
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"The renderer supports depth texture's filtering other than nearest", &members};
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// Non-uniform compute shader dispatch support, i.e. Group size is not necessarily to be fixed:
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Feature hasNonUniformDispatch = {
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"has_non_uniform_dispatch", FeatureCategory::MetalFeatures,
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"The renderer supports non uniform compute shader dispatch's group size", &members};
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// Texture swizzle support:
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Feature hasTextureSwizzle = {"has_texture_swizzle", FeatureCategory::MetalFeatures,
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"The renderer supports texture swizzle", &members};
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// On macos, separate depth & stencil buffers are not supproted. However, on iOS devices,
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// they are supproted:
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Feature allowSeparatedDepthStencilBuffers = {
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"allow_separate_depth_stencil_buffers", FeatureCategory::MetalFeatures,
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"Some Apple platforms such as iOS allows separate depth & stencil buffers, "
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"whereas others such as macOS don't",
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&members};
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};
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} // namespace angle
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#endif // ANGLE_PLATFORM_FEATURESMTL_H_
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