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angle_metal_shader_prebuild.patch
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35 lines (33 loc) · 1.45 KB
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diff --git a/src/libANGLE/renderer/metal/metal_backend.gni b/src/libANGLE/renderer/metal/metal_backend.gni
index d3a8a1d6e..6d3ebd624 100644
--- a/src/libANGLE/renderer/metal/metal_backend.gni
+++ b/src/libANGLE/renderer/metal/metal_backend.gni
@@ -92,8 +92,7 @@ metal_backend_sources = [
# We can build the ANGLE internal shaders at build-time if we have access to the Mac SDK in the "build" dir.
# Building internal shaders for iOS is not supported. The Chromium Mac SDK does not have all the required files.
# This is also an issue when cross-compiling for mac.
-metal_internal_shader_compilation_supported =
- angle_has_build && !is_ios && target_os == host_os
+metal_internal_shader_compilation_supported = true
metal_internal_shaders_header =
"$root_gen_dir/angle/mtl_internal_shaders_metallib.h"
diff --git a/src/libANGLE/renderer/metal/BUILD.gn b/src/libANGLE/renderer/metal/BUILD.gn
index 96e9ee842..60ce22d8a 100644
--- a/src/libANGLE/renderer/metal/BUILD.gn
+++ b/src/libANGLE/renderer/metal/BUILD.gn
@@ -50,10 +50,12 @@ if (metal_internal_shader_compilation_supported) {
"-mmacosx-version-min=10.14",
]
} else if (is_ios) {
- args += [
- "--std=ios-metal2.1",
- "-mios-version-min=12",
- ]
+ args += ["--std=ios-metal2.1"]
+ if (target_environment == "simulator") {
+ args += ["-mios-simulator-version-min=12"]
+ } else {
+ args += ["-mios-version-min=12"]
+ }
}
}