Jason Fielder 95f01288b0 Metal: Re-enable workbench NEXT shadows
With the shift to GPU-driven rendering pipeline,
the SSBO vertex fetch paradigm used to
implement workbench shadows on Metal
instead of utilising the geometry shader
path no longer worked correctly.

This is because the draw submission
required vertex amplification up-front,
based on the expected output geometry
amount for a given input geometry.

This WIP patch aims to resolve this
issue through addition of API to
enable the features within the
GPU driven pipeline.

Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113498
2023-10-13 11:02:06 +02:00
2023-09-27 12:49:46 +02:00
2023-10-11 19:38:42 +02:00
2023-10-06 21:48:37 +11:00
2023-10-06 21:47:31 +11:00
2023-08-16 19:29:47 +02:00

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