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