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vulkan: Avoid hardcoding features in CreateDevice (#4858)
Those shouldn't have been hardcoded.
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1 changed files with 7 additions and 7 deletions
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@ -351,26 +351,26 @@ namespace Ryujinx.Graphics.Vulkan
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var features = new PhysicalDeviceFeatures()
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var features = new PhysicalDeviceFeatures()
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{
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{
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DepthBiasClamp = true,
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DepthBiasClamp = supportedFeatures.DepthBiasClamp,
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DepthClamp = supportedFeatures.DepthClamp,
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DepthClamp = supportedFeatures.DepthClamp,
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DualSrcBlend = supportedFeatures.DualSrcBlend,
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DualSrcBlend = supportedFeatures.DualSrcBlend,
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FragmentStoresAndAtomics = true,
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FragmentStoresAndAtomics = supportedFeatures.FragmentStoresAndAtomics,
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GeometryShader = supportedFeatures.GeometryShader,
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GeometryShader = supportedFeatures.GeometryShader,
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ImageCubeArray = true,
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ImageCubeArray = supportedFeatures.ImageCubeArray,
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IndependentBlend = true,
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IndependentBlend = supportedFeatures.IndependentBlend,
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LogicOp = supportedFeatures.LogicOp,
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LogicOp = supportedFeatures.LogicOp,
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OcclusionQueryPrecise = supportedFeatures.OcclusionQueryPrecise,
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OcclusionQueryPrecise = supportedFeatures.OcclusionQueryPrecise,
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MultiViewport = supportedFeatures.MultiViewport,
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MultiViewport = supportedFeatures.MultiViewport,
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PipelineStatisticsQuery = supportedFeatures.PipelineStatisticsQuery,
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PipelineStatisticsQuery = supportedFeatures.PipelineStatisticsQuery,
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SamplerAnisotropy = true,
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SamplerAnisotropy = supportedFeatures.SamplerAnisotropy,
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ShaderClipDistance = true,
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ShaderClipDistance = supportedFeatures.ShaderClipDistance,
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ShaderFloat64 = supportedFeatures.ShaderFloat64,
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ShaderFloat64 = supportedFeatures.ShaderFloat64,
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ShaderImageGatherExtended = supportedFeatures.ShaderImageGatherExtended,
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ShaderImageGatherExtended = supportedFeatures.ShaderImageGatherExtended,
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ShaderStorageImageMultisample = supportedFeatures.ShaderStorageImageMultisample,
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ShaderStorageImageMultisample = supportedFeatures.ShaderStorageImageMultisample,
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// ShaderStorageImageReadWithoutFormat = true,
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// ShaderStorageImageReadWithoutFormat = true,
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// ShaderStorageImageWriteWithoutFormat = true,
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// ShaderStorageImageWriteWithoutFormat = true,
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TessellationShader = supportedFeatures.TessellationShader,
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TessellationShader = supportedFeatures.TessellationShader,
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VertexPipelineStoresAndAtomics = true,
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VertexPipelineStoresAndAtomics = supportedFeatures.VertexPipelineStoresAndAtomics,
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RobustBufferAccess = useRobustBufferAccess
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RobustBufferAccess = useRobustBufferAccess
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};
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};
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