Mesa (master): anv: Claim to support depthBounds for ID games
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Tue Aug 28 18:06:16 UTC 2018
Module: Mesa
Branch: master
Commit: c92a463d2341dd7893dd8b54775930ed9be72ac0
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=c92a463d2341dd7893dd8b54775930ed9be72ac0
Author: Jason Ekstrand <jason.ekstrand at intel.com>
Date: Mon Jan 29 18:41:15 2018 -0800
anv: Claim to support depthBounds for ID games
Cc: "18.2" <mesa-stable at lists.freedesktop.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin at intel.com>
---
src/intel/vulkan/anv_device.c | 9 +++++++++
1 file changed, 9 insertions(+)
diff --git a/src/intel/vulkan/anv_device.c b/src/intel/vulkan/anv_device.c
index e713888630..07de5f7543 100644
--- a/src/intel/vulkan/anv_device.c
+++ b/src/intel/vulkan/anv_device.c
@@ -854,6 +854,15 @@ void anv_GetPhysicalDeviceFeatures(
pFeatures->vertexPipelineStoresAndAtomics =
pdevice->compiler->scalar_stage[MESA_SHADER_VERTEX] &&
pdevice->compiler->scalar_stage[MESA_SHADER_GEOMETRY];
+
+ struct anv_app_info *app_info = &pdevice->instance->app_info;
+
+ /* The new DOOM and Wolfenstein games require depthBounds without
+ * checking for it. They seem to run fine without it so just claim it's
+ * there and accept the consequences.
+ */
+ if (app_info->engine_name && strcmp(app_info->engine_name, "idTech") == 0)
+ pFeatures->depthBounds = true;
}
void anv_GetPhysicalDeviceFeatures2(
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