On 27/08/2018 23:48, Jason Ekstrand wrote:
On Mon, Aug 27, 2018 at 12:50 PM Lionel Landwerlin <lionel.g.landwer...@intel.com <mailto:lionel.g.landwer...@intel.com>> wrote:

    On 23/08/2018 16:13, Jason Ekstrand wrote:
    > ---
    >   src/intel/vulkan/anv_device.c | 9 +++++++++
    >   1 file changed, 9 insertions(+)
    >
    > diff --git a/src/intel/vulkan/anv_device.c
    b/src/intel/vulkan/anv_device.c
    > index 0357fc7c0ea..5a63592f7ca 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(

    I'm struggling to understand "require depthBounds with checking
    for it".
    I thought one would check for the feature by reading the boolean you
    just set. So if it's not checked why would it make a difference?


The Vulkan spec requires that we throw VK_ERROR_INITIALIZATION_FAILED if the client enables any features we have not advertised.  This gives us two options: 1) advertise support for depthBounds for idTech games or 2) Skip the check for depthBounds in CreateDevice and let it succeed even if it's enabled for idTech games.  This patch takes the former approach since it's easier.

--Jason

Oh thanks for the explanation.
With the strdup() fix this series is :

Reviewed-by: Lionel Landwerlin <lionel.g.landwer...@intel.com>

I remember talks about doing this kind of tricks for particular titles in a layer.

It doesn't necessarily makes things easier for us, but are you still thinking about that layer mechanism?


-

Lionel

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