shader: Require dual source blending

This commit is contained in:
ReinUsesLisp 2021-04-22 16:19:14 -03:00 committed by ameerj
parent 21e3382830
commit 0ace34575c

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@ -219,7 +219,7 @@ Device::Device(VkInstance instance_, vk::PhysicalDevice physical_, VkSurfaceKHR
.geometryShader = true,
.tessellationShader = true,
.sampleRateShading = true,
.dualSrcBlend = false,
.dualSrcBlend = true,
.logicOp = false,
.multiDrawIndirect = false,
.drawIndirectFirstInstance = false,
@ -678,6 +678,7 @@ void Device::CheckSuitability(bool requires_swapchain) const {
std::make_pair(features.geometryShader, "geometryShader"),
std::make_pair(features.tessellationShader, "tessellationShader"),
std::make_pair(features.sampleRateShading, "sampleRateShading"),
std::make_pair(features.dualSrcBlend, "dualSrcBlend"),
std::make_pair(features.occlusionQueryPrecise, "occlusionQueryPrecise"),
std::make_pair(features.fragmentStoresAndAtomics, "fragmentStoresAndAtomics"),
std::make_pair(features.shaderImageGatherExtended, "shaderImageGatherExtended"),