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DebugDisplaySettings m_CurrentDebugDisplaySettings; |
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RTHandle m_DebugColorPickerBuffer; |
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RTHandle m_DebugFullScreenTempBuffer; |
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bool m_FullScreenDebugPushm_NoRenderinged; |
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bool m_FullScreenDebugPushed; |
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bool m_NoRendering; // False by default mean we render normally, true mean we don't render anything
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public Material GetBlitMaterial() { return m_Blit; } |
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return true; |
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} |
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// if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal)
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if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal) |
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string os = "Mac OS X 10.10.4";// SystemInfo.operatingSystem;
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string os = SystemInfo.operatingSystem; |
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// For metal support depends on OS version
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// 10.11 doesn�t have tessellation + few other shader language features, unusable
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// 10.12.x has some luck with AMD but mostly it�s a support hell
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// TODO: Expose in C# version number, for now assume "Mac OS X 10.10.4" format with version 10 at least
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int startIndex = os.LastIndexOf(" "); |
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var parts = os.Substring(startIndex).Split('.'); |
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var parts = os.Substring(startIndex + 1).Split('.'); |
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int a = Convert.ToInt32(parts[0]); |
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int b = Convert.ToInt32(parts[1]); |
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int c = Convert.ToInt32(parts[2]); |
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