From c92a463d2341dd7893dd8b54775930ed9be72ac0 Mon Sep 17 00:00:00 2001 From: Jason Ekstrand Date: Mon, 29 Jan 2018 18:41:15 -0800 Subject: anv: Claim to support depthBounds for ID games Cc: "18.2" Reviewed-by: Lionel Landwerlin --- src/intel/vulkan/anv_device.c | 9 +++++++++ 1 file changed, 9 insertions(+) (limited to 'src') 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( -- cgit v1.2.3