Comments (2)
O3DE's min spec was Iphone 8 (A11 Bionic, from 2017) I think. Basically it is complaining that the shader in question has a SRG (i.e Argument Buffer) that is going over the allowed limit of 31 for an A10 chip. On A11 chip the limit is 96 - https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf. Not an easy issue to address. You will have to essentially cut features that can help reduce the buffer and texture usage to 31 for the given shaders. I took a quick peek at the basepbr shader and there is some bloat related to light types for the ViewSRG (which is the offending AB I think) that are not applicable to mobile (ViewSrg_m_diskLights, ViewSrg_m_capsuleLights, ViewSrg_m_quadLights, ViewSrg_m_polygonLights, ViewSrg_m_polygonLightPoints). You could look into removing this for mobile pipeline but will require an investigation from a rendering engineer to do it properly without breaking other pipelines. The shader pipeline is not as friendly with different SRG layouts. We may run into other restrictions with A10 as we have never run O3de on A10 internally.
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One option to try is to simply macro out m_diskLights, m_capsuleLights, m_quadLights, m_polygonLights, m_polygonLightPoints form the shaders but just know that this will break any pipeline that does support area lights. So as long as folks do not use Main render pipeline this could be a hacky solution.
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