Mesa (staging/18.2): anv: Claim to support depthBounds for ID games

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Thu Aug 30 12:59:02 UTC 2018


Module: Mesa
Branch: staging/18.2
Commit: 7cd3674fbfc9d7fe9c72b029c609200bcf3e006a
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=7cd3674fbfc9d7fe9c72b029c609200bcf3e006a

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>
(cherry picked from commit c92a463d2341dd7893dd8b54775930ed9be72ac0)

---

 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 74c251a90e..865233c2b9 100644
--- a/src/intel/vulkan/anv_device.c
+++ b/src/intel/vulkan/anv_device.c
@@ -857,6 +857,15 @@ 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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