Advertise the shader{Uniform,Storage}BufferArrayDynamicIndexing features.
This means that arrays in the `Uniform` storage class decorated with `Block` or `BufferBlock` (or in the `StorageBuffer` class with `Block`) can be indexed with dynamically uniform constants. I see nothing in the MSL spec which forbids this.
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@ -487,6 +487,8 @@ void MVKPhysicalDevice::initFeatures() {
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_features.shaderStorageImageMultisample = true;
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_features.shaderStorageImageReadWithoutFormat = true;
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_features.shaderStorageImageWriteWithoutFormat = true;
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_features.shaderUniformBufferArrayDynamicIndexing = true;
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_features.shaderStorageBufferArrayDynamicIndexing = true;
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_features.shaderClipDistance = true;
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_features.shaderInt16 = true;
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_features.multiDrawIndirect = true;
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@ -566,9 +568,9 @@ void MVKPhysicalDevice::initFeatures() {
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// VkBool32 shaderStorageImageMultisample; // done
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// VkBool32 shaderStorageImageReadWithoutFormat; // done
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// VkBool32 shaderStorageImageWriteWithoutFormat; // done
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// VkBool32 shaderUniformBufferArrayDynamicIndexing;
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// VkBool32 shaderUniformBufferArrayDynamicIndexing; // done
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// VkBool32 shaderSampledImageArrayDynamicIndexing;
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// VkBool32 shaderStorageBufferArrayDynamicIndexing;
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// VkBool32 shaderStorageBufferArrayDynamicIndexing; // done
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// VkBool32 shaderStorageImageArrayDynamicIndexing;
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// VkBool32 shaderClipDistance; // done
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// VkBool32 shaderCullDistance;
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