[Mesa-dev] [PATCH 3/3] anv: Claim to support depthBounds for ID games
Lionel Landwerlin
lionel.g.landwerlin at intel.com
Mon Aug 27 17:50:08 UTC 2018
On 23/08/2018 16:13, Jason Ekstrand wrote:
> ---
> 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(
I'm struggling to understand "require depthBounds with checking for it".
I thought one would check for the feature by reading the boolean you
just set. So if it's not checked why would it make a difference?
-
Lionel
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