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[d3d11] Use shaderStorageImageReadWithoutFormat for typed UAV loads

This commit is contained in:
Philip Rebohle 2019-09-15 14:21:25 +02:00
parent 7fae4a41e8
commit b7bc51c3bd
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@ -1367,9 +1367,11 @@ namespace dxvk {
if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS2))
return E_INVALIDARG;
const auto& features = m_dxvkDevice->features();
auto info = static_cast<D3D11_FEATURE_DATA_D3D11_OPTIONS2*>(pFeatureSupportData);
info->PSSpecifiedStencilRefSupported = FALSE; // TODO
info->TypedUAVLoadAdditionalFormats = FALSE; // TODO
info->TypedUAVLoadAdditionalFormats = features.core.features.shaderStorageImageReadWithoutFormat;
info->ROVsSupported = FALSE;
info->ConservativeRasterizationTier = D3D11_CONSERVATIVE_RASTERIZATION_NOT_SUPPORTED;
info->TiledResourcesTier = D3D11_TILED_RESOURCES_NOT_SUPPORTED;
@ -1591,6 +1593,7 @@ namespace dxvk {
enabled.core.features.multiDrawIndirect = supported.core.features.multiDrawIndirect;
enabled.core.features.shaderFloat64 = supported.core.features.shaderFloat64;
enabled.core.features.shaderInt64 = supported.core.features.shaderInt64;
enabled.core.features.shaderStorageImageReadWithoutFormat = supported.core.features.shaderStorageImageReadWithoutFormat;
enabled.core.features.tessellationShader = VK_TRUE;
}