Fix compilation issues
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@ -329,7 +329,7 @@ In addition to core *Vulkan* functionality, **MoltenVK** also supports the foll
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- `VK_AMD_shader_trinary_minmax` *(requires Metal 2.1)*
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- `VK_AMD_shader_trinary_minmax` *(requires Metal 2.1)*
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- `VK_IMG_format_pvrtc` *(requires Apple GPU)*
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- `VK_IMG_format_pvrtc` *(requires Apple GPU)*
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- `VK_INTEL_shader_integer_functions2`
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- `VK_INTEL_shader_integer_functions2`
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- `VK_NV_fragment_shader_barycentric`
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- `VK_NV_fragment_shader_barycentric` *(requires Metal 2.2 on Mac or Metal 2.3 on iOS)*
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- `VK_NV_glsl_shader`
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- `VK_NV_glsl_shader`
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In order to visibly display your content on *macOS*, *iOS*, or *tvOS*, you must enable the
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In order to visibly display your content on *macOS*, *iOS*, or *tvOS*, you must enable the
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@ -25,6 +25,7 @@ Released TBD
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- `VK_KHR_dynamic_rendering`
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- `VK_KHR_dynamic_rendering`
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- `VK_KHR_separate_depth_stencil_layouts`
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- `VK_KHR_separate_depth_stencil_layouts`
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- `VK_EXT_separate_stencil_usage`
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- `VK_EXT_separate_stencil_usage`
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- `VK_KHR_fragment_shader_barycentric`
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- Support attachment clearing when some clearing formats are not specified.
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- Support attachment clearing when some clearing formats are not specified.
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- Fix error where previously bound push constants can override a descriptor buffer binding
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- Fix error where previously bound push constants can override a descriptor buffer binding
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used by a subsequent pipeline that does not use push constants.
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used by a subsequent pipeline that does not use push constants.
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@ -289,7 +289,7 @@ void MVKPhysicalDevice::getFeatures(VkPhysicalDeviceFeatures2* features) {
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}
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}
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case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADER_BARYCENTRIC_FEATURES_KHR: {
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case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADER_BARYCENTRIC_FEATURES_KHR: {
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auto* barycentricProperties = (VkPhysicalDeviceFragmentShaderBarycentricFeaturesKHR*)next;
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auto* barycentricProperties = (VkPhysicalDeviceFragmentShaderBarycentricFeaturesKHR*)next;
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barycentricProperties->fragmentShaderBarycentric = [_mtlDevice barycentricCoordsSupported];
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barycentricProperties->fragmentShaderBarycentric = true;
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break;
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break;
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}
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}
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default:
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default:
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