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mirror of https://github.com/doitsujin/dxvk.git synced 2024-11-30 22:24:15 +01:00

[dxvk] Relax feature requirements, minor fixes

This commit is contained in:
Philip Rebohle 2018-02-18 11:16:18 +01:00
parent be1cad34bf
commit 7ae4904ae9
2 changed files with 2 additions and 7 deletions

View File

@ -9,16 +9,13 @@ namespace dxvk {
: m_device(device), m_desc(desc) { : m_device(device), m_desc(desc) {
m_state.enableDepthTest = desc.DepthEnable; m_state.enableDepthTest = desc.DepthEnable;
m_state.enableDepthWrite = desc.DepthWriteMask == D3D11_DEPTH_WRITE_MASK_ALL; m_state.enableDepthWrite = desc.DepthWriteMask == D3D11_DEPTH_WRITE_MASK_ALL;
m_state.enableDepthBounds = false; // TODO check if this is correct m_state.enableDepthBounds = false;
m_state.enableStencilTest = desc.StencilEnable; m_state.enableStencilTest = desc.StencilEnable;
m_state.depthCompareOp = VK_COMPARE_OP_LESS; m_state.depthCompareOp = DecodeCompareOp(desc.DepthFunc);
m_state.stencilOpFront = DecodeStencilOpState(desc.FrontFace, desc); m_state.stencilOpFront = DecodeStencilOpState(desc.FrontFace, desc);
m_state.stencilOpBack = DecodeStencilOpState(desc.BackFace, desc); m_state.stencilOpBack = DecodeStencilOpState(desc.BackFace, desc);
m_state.depthBoundsMin = 0.0f; m_state.depthBoundsMin = 0.0f;
m_state.depthBoundsMax = 1.0f; m_state.depthBoundsMax = 1.0f;
if (desc.DepthEnable)
m_state.depthCompareOp = DecodeCompareOp(desc.DepthFunc);
} }

View File

@ -1382,7 +1382,6 @@ namespace dxvk {
if (featureLevel >= D3D_FEATURE_LEVEL_9_1) { if (featureLevel >= D3D_FEATURE_LEVEL_9_1) {
enabled.depthClamp = VK_TRUE; enabled.depthClamp = VK_TRUE;
enabled.depthBiasClamp = VK_TRUE; enabled.depthBiasClamp = VK_TRUE;
enabled.depthBounds = VK_TRUE;
enabled.fillModeNonSolid = VK_TRUE; enabled.fillModeNonSolid = VK_TRUE;
enabled.pipelineStatisticsQuery = supported.pipelineStatisticsQuery; enabled.pipelineStatisticsQuery = supported.pipelineStatisticsQuery;
enabled.sampleRateShading = VK_TRUE; enabled.sampleRateShading = VK_TRUE;
@ -1420,7 +1419,6 @@ namespace dxvk {
enabled.shaderFloat64 = supported.shaderFloat64; enabled.shaderFloat64 = supported.shaderFloat64;
enabled.shaderInt64 = supported.shaderInt64; enabled.shaderInt64 = supported.shaderInt64;
enabled.tessellationShader = VK_TRUE; enabled.tessellationShader = VK_TRUE;
enabled.variableMultisampleRate = VK_TRUE;
enabled.shaderStorageImageReadWithoutFormat = VK_TRUE; enabled.shaderStorageImageReadWithoutFormat = VK_TRUE;
enabled.shaderStorageImageWriteWithoutFormat = VK_TRUE; enabled.shaderStorageImageWriteWithoutFormat = VK_TRUE;
} }