[Mesa-dev] [PATCH 3/3] anv: Claim to support depthBounds for ID games

Jason Ekstrand jason at jlekstrand.net
Thu Aug 23 15:13:43 UTC 2018


---
 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 0357fc7c0ea..5a63592f7ca 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(
-- 
2.17.1



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