vulkan: Conditionally use shaderInt16
Add support for Polaris AMD devices.
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77372443c3
commit
1148a4eac7
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@ -249,7 +249,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, Tegra::Engines::Maxw
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.unified_descriptor_binding = true,
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.unified_descriptor_binding = true,
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.support_descriptor_aliasing = true,
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.support_descriptor_aliasing = true,
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.support_int8 = true,
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.support_int8 = true,
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.support_int16 = true,
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.support_int16 = device.IsShaderInt16Supported(),
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.support_vertex_instance_id = false,
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.support_vertex_instance_id = false,
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.support_float_controls = true,
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.support_float_controls = true,
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.support_separate_denorm_behavior = float_control.denormBehaviorIndependence ==
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.support_separate_denorm_behavior = float_control.denormBehaviorIndependence ==
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@ -253,7 +253,7 @@ Device::Device(VkInstance instance_, vk::PhysicalDevice physical_, VkSurfaceKHR
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.shaderCullDistance = true,
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.shaderCullDistance = true,
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.shaderFloat64 = is_shader_float64_supported,
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.shaderFloat64 = is_shader_float64_supported,
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.shaderInt64 = is_shader_int64_supported,
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.shaderInt64 = is_shader_int64_supported,
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.shaderInt16 = true,
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.shaderInt16 = is_shader_int16_supported,
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.shaderResourceResidency = false,
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.shaderResourceResidency = false,
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.shaderResourceMinLod = false,
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.shaderResourceMinLod = false,
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.sparseBinding = false,
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.sparseBinding = false,
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@ -912,6 +912,7 @@ void Device::SetupFeatures() {
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is_formatless_image_load_supported = features.shaderStorageImageReadWithoutFormat;
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is_formatless_image_load_supported = features.shaderStorageImageReadWithoutFormat;
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is_shader_float64_supported = features.shaderFloat64;
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is_shader_float64_supported = features.shaderFloat64;
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is_shader_int64_supported = features.shaderInt64;
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is_shader_int64_supported = features.shaderInt64;
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is_shader_int16_supported = features.shaderInt16;
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is_shader_storage_image_multisample = features.shaderStorageImageMultisample;
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is_shader_storage_image_multisample = features.shaderStorageImageMultisample;
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is_blit_depth_stencil_supported = TestDepthStencilBlits();
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is_blit_depth_stencil_supported = TestDepthStencilBlits();
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is_optimal_astc_supported = IsOptimalAstcSupported(features);
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is_optimal_astc_supported = IsOptimalAstcSupported(features);
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@ -159,6 +159,11 @@ public:
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return is_formatless_image_load_supported;
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return is_formatless_image_load_supported;
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}
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}
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/// Returns true if shader int16 is supported.
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bool IsShaderInt16Supported() const {
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return is_shader_int16_supported;
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}
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// Returns true if depth bounds is supported.
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// Returns true if depth bounds is supported.
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bool IsDepthBoundsSupported() const {
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bool IsDepthBoundsSupported() const {
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return is_depth_bounds_supported;
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return is_depth_bounds_supported;
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@ -322,6 +327,7 @@ private:
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bool is_depth_bounds_supported{}; ///< Support for depth bounds.
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bool is_depth_bounds_supported{}; ///< Support for depth bounds.
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bool is_shader_float64_supported{}; ///< Support for float64.
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bool is_shader_float64_supported{}; ///< Support for float64.
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bool is_shader_int64_supported{}; ///< Support for int64.
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bool is_shader_int64_supported{}; ///< Support for int64.
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bool is_shader_int16_supported{}; ///< Support for int16.
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bool is_shader_storage_image_multisample{}; ///< Support for image operations on MSAA images.
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bool is_shader_storage_image_multisample{}; ///< Support for image operations on MSAA images.
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bool is_blit_depth_stencil_supported{}; ///< Support for blitting from and to depth stencil.
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bool is_blit_depth_stencil_supported{}; ///< Support for blitting from and to depth stencil.
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bool nv_viewport_swizzle{}; ///< Support for VK_NV_viewport_swizzle.
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bool nv_viewport_swizzle{}; ///< Support for VK_NV_viewport_swizzle.
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