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authorJason Ekstrand <[email protected]>2018-01-29 18:41:15 -0800
committerJason Ekstrand <[email protected]>2018-08-28 13:05:54 -0500
commitc92a463d2341dd7893dd8b54775930ed9be72ac0 (patch)
tree76c50b741a33064a5c1a80da5110573d9aa57eb2 /src
parent8c048af5890d43578ca41eb9dcfa60cb9cc3fc9c (diff)
anv: Claim to support depthBounds for ID games
Cc: "18.2" <[email protected]> Reviewed-by: Lionel Landwerlin <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/intel/vulkan/anv_device.c9
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(