[Mesa-dev] [PATCH 3/3] anv: Claim to support depthBounds for ID games
Lionel Landwerlin
lionel.g.landwerlin at intel.com
Tue Aug 28 17:40:03 UTC 2018
On 27/08/2018 23:48, Jason Ekstrand wrote:
> On Mon, Aug 27, 2018 at 12:50 PM Lionel Landwerlin
> <lionel.g.landwerlin at intel.com <mailto:lionel.g.landwerlin at intel.com>>
> wrote:
>
> 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?
>
>
> The Vulkan spec requires that we throw VK_ERROR_INITIALIZATION_FAILED
> if the client enables any features we have not advertised. This gives
> us two options: 1) advertise support for depthBounds for idTech games
> or 2) Skip the check for depthBounds in CreateDevice and let it
> succeed even if it's enabled for idTech games. This patch takes the
> former approach since it's easier.
>
> --Jason
Oh thanks for the explanation.
With the strdup() fix this series is :
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin at intel.com>
I remember talks about doing this kind of tricks for particular titles
in a layer.
It doesn't necessarily makes things easier for us, but are you still
thinking about that layer mechanism?
-
Lionel
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