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Fixes for VK_EXT_extended_dynamic_state. #2042
Fixes for VK_EXT_extended_dynamic_state. #2042
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Just one more check that you missed.
- MVKPipeline only work around zero stride if stride is static. - Ensure dynamic vertex stride is not enabled on builds before Xcode 15. - Add MVKRenderStateType::LineWidth for track all default options (unrelated).
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setConfigurationResult(reportError(VK_ERROR_INITIALIZATION_FAILED, "Under Metal, vertex attribute binding strides must be aligned to %llu bytes.", mtlVtxStrideAlignment)); | ||
// Vulkan allows any stride, but Metal requires multiples of 4 on older GPUs. | ||
if (isVtxStrideStatic && (pVKVB->stride % _device->_pMetalFeatures->vertexStrideAlignment) != 0) { | ||
setConfigurationResult(reportError(VK_ERROR_INITIALIZATION_FAILED, "Under Metal, vertex attribute binding strides must be aligned to %llu bytes.", _device->_pMetalFeatures->vertexStrideAlignment)); | ||
return false; |
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FYI, there's some significant indentation inconsistency here.
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It's the typical tab-spacing issue. Everything is aligned when tab-spacing is set to 4. Github uses 8.
We never got around to mechanically enforce formatting. Formatting consistency is maintained by the devs, and some use spaces instead of tabs.
MVKPipeline
only work around zero stride if stride is static.MVKRenderStateType::LineWidth
for track all default options (unrelated).Fixes issue #2041.