Check if metal device supports base vertex instance drawing
Co-authored-by: Bill Hollings <bill.hollings@brenwill.com>
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@ -1549,7 +1549,7 @@ void MVKGraphicsPipeline::initShaderConversionConfig(SPIRVToMSLConversionConfigu
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}
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}
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shaderConfig.options.mslOptions.ios_support_base_vertex_instance = true;
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shaderConfig.options.mslOptions.ios_support_base_vertex_instance = getDevice()->_pMetalFeatures->baseVertexInstanceDrawing;
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shaderConfig.options.mslOptions.texture_1D_as_2D = mvkConfig().texture1DAs2D;
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shaderConfig.options.mslOptions.enable_point_size_builtin = isRenderingPoints(pCreateInfo) || reflectData.pointMode;
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shaderConfig.options.mslOptions.enable_frag_depth_builtin = pixFmts->isDepthFormat(mtlDSFormat);
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