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[d3d11] Implement depth bounds extension
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@ -108,7 +108,16 @@ namespace dxvk {
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BOOL Enable,
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FLOAT MinDepthBounds,
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FLOAT MaxDepthBounds) {
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D3D10DeviceLock lock = m_ctx->LockContext();
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DxvkDepthBounds db;
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db.enableDepthBounds = Enable;
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db.minDepthBounds = MinDepthBounds;
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db.maxDepthBounds = MaxDepthBounds;
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m_ctx->EmitCs([cDepthBounds = db] (DxvkContext* ctx) {
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ctx->setDepthBounds(cDepthBounds);
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});
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}
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@ -1411,6 +1411,7 @@ namespace dxvk {
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enabled.core.features.robustBufferAccess = VK_TRUE;
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enabled.core.features.shaderStorageImageExtendedFormats = VK_TRUE;
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enabled.core.features.shaderStorageImageWriteWithoutFormat = VK_TRUE;
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enabled.core.features.depthBounds = supported.core.features.depthBounds;
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enabled.extMemoryPriority.memoryPriority = supported.extMemoryPriority.memoryPriority;
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@ -1785,7 +1786,10 @@ namespace dxvk {
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case D3D11_VK_EXT_MULTI_DRAW_INDIRECT_COUNT:
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return deviceFeatures.core.features.multiDrawIndirect
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&& deviceExtensions.khrDrawIndirectCount;
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case D3D11_VK_EXT_DEPTH_BOUNDS:
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return deviceFeatures.core.features.depthBounds;
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default:
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return false;
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}
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