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-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(