On Tue, Aug 28, 2018 at 12:40 PM Lionel Landwerlin < lionel.g.landwer...@intel.com> wrote:
> On 27/08/2018 23:48, Jason Ekstrand wrote: > > On Mon, Aug 27, 2018 at 12:50 PM Lionel Landwerlin < > lionel.g.landwer...@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.landwer...@intel.com> > <lionel.g.landwer...@intel.com> > Thanks! > 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? > If someone wants to write that layer, great. If not, it's easier for us to just do it in the driver.
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