diff options
author | Jason Ekstrand <[email protected]> | 2018-01-29 18:41:15 -0800 |
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committer | Jason Ekstrand <[email protected]> | 2018-08-28 13:05:54 -0500 |
commit | c92a463d2341dd7893dd8b54775930ed9be72ac0 (patch) | |
tree | 76c50b741a33064a5c1a80da5110573d9aa57eb2 | |
parent | 8c048af5890d43578ca41eb9dcfa60cb9cc3fc9c (diff) |
anv: Claim to support depthBounds for ID games
Cc: "18.2" <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
-rw-r--r-- | src/intel/vulkan/anv_device.c | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/src/intel/vulkan/anv_device.c b/src/intel/vulkan/anv_device.c index e7138886300..07de5f7543e 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( |