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https://github.com/doitsujin/dxvk.git
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[dxvk] Relax feature requirements, minor fixes
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be1cad34bf
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7ae4904ae9
@ -9,16 +9,13 @@ namespace dxvk {
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: m_device(device), m_desc(desc) {
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: m_device(device), m_desc(desc) {
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m_state.enableDepthTest = desc.DepthEnable;
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m_state.enableDepthTest = desc.DepthEnable;
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m_state.enableDepthWrite = desc.DepthWriteMask == D3D11_DEPTH_WRITE_MASK_ALL;
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m_state.enableDepthWrite = desc.DepthWriteMask == D3D11_DEPTH_WRITE_MASK_ALL;
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m_state.enableDepthBounds = false; // TODO check if this is correct
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m_state.enableDepthBounds = false;
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m_state.enableStencilTest = desc.StencilEnable;
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m_state.enableStencilTest = desc.StencilEnable;
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m_state.depthCompareOp = VK_COMPARE_OP_LESS;
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m_state.depthCompareOp = DecodeCompareOp(desc.DepthFunc);
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m_state.stencilOpFront = DecodeStencilOpState(desc.FrontFace, desc);
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m_state.stencilOpFront = DecodeStencilOpState(desc.FrontFace, desc);
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m_state.stencilOpBack = DecodeStencilOpState(desc.BackFace, desc);
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m_state.stencilOpBack = DecodeStencilOpState(desc.BackFace, desc);
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m_state.depthBoundsMin = 0.0f;
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m_state.depthBoundsMin = 0.0f;
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m_state.depthBoundsMax = 1.0f;
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m_state.depthBoundsMax = 1.0f;
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if (desc.DepthEnable)
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m_state.depthCompareOp = DecodeCompareOp(desc.DepthFunc);
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}
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}
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@ -1382,7 +1382,6 @@ namespace dxvk {
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if (featureLevel >= D3D_FEATURE_LEVEL_9_1) {
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if (featureLevel >= D3D_FEATURE_LEVEL_9_1) {
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enabled.depthClamp = VK_TRUE;
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enabled.depthClamp = VK_TRUE;
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enabled.depthBiasClamp = VK_TRUE;
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enabled.depthBiasClamp = VK_TRUE;
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enabled.depthBounds = VK_TRUE;
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enabled.fillModeNonSolid = VK_TRUE;
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enabled.fillModeNonSolid = VK_TRUE;
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enabled.pipelineStatisticsQuery = supported.pipelineStatisticsQuery;
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enabled.pipelineStatisticsQuery = supported.pipelineStatisticsQuery;
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enabled.sampleRateShading = VK_TRUE;
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enabled.sampleRateShading = VK_TRUE;
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@ -1420,7 +1419,6 @@ namespace dxvk {
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enabled.shaderFloat64 = supported.shaderFloat64;
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enabled.shaderFloat64 = supported.shaderFloat64;
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enabled.shaderInt64 = supported.shaderInt64;
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enabled.shaderInt64 = supported.shaderInt64;
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enabled.tessellationShader = VK_TRUE;
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enabled.tessellationShader = VK_TRUE;
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enabled.variableMultisampleRate = VK_TRUE;
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enabled.shaderStorageImageReadWithoutFormat = VK_TRUE;
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enabled.shaderStorageImageReadWithoutFormat = VK_TRUE;
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enabled.shaderStorageImageWriteWithoutFormat = VK_TRUE;
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enabled.shaderStorageImageWriteWithoutFormat = VK_TRUE;
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}
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}
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