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authorMary <mary@mary.zone>2023-05-08 12:48:16 +0200
committerGitHub <noreply@github.com>2023-05-08 10:48:16 +0000
commit162798b026a860a4fa51bd94dabb15f8f00e5a2b (patch)
tree2a338d64f4559a027b55b6817fdc5e0e83123595
parent1b28ecd63eb49917e3711eb7e06739ebe87e8f41 (diff)
vulkan: Avoid hardcoding features in CreateDevice (#4858)1.1.771
Those shouldn't have been hardcoded.
-rw-r--r--src/Ryujinx.Graphics.Vulkan/VulkanInitialization.cs14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/Ryujinx.Graphics.Vulkan/VulkanInitialization.cs b/src/Ryujinx.Graphics.Vulkan/VulkanInitialization.cs
index bad6641e..499a9ef7 100644
--- a/src/Ryujinx.Graphics.Vulkan/VulkanInitialization.cs
+++ b/src/Ryujinx.Graphics.Vulkan/VulkanInitialization.cs
@@ -351,26 +351,26 @@ namespace Ryujinx.Graphics.Vulkan
var features = new PhysicalDeviceFeatures()
{
- DepthBiasClamp = true,
+ DepthBiasClamp = supportedFeatures.DepthBiasClamp,
DepthClamp = supportedFeatures.DepthClamp,
DualSrcBlend = supportedFeatures.DualSrcBlend,
- FragmentStoresAndAtomics = true,
+ FragmentStoresAndAtomics = supportedFeatures.FragmentStoresAndAtomics,
GeometryShader = supportedFeatures.GeometryShader,
- ImageCubeArray = true,
- IndependentBlend = true,
+ ImageCubeArray = supportedFeatures.ImageCubeArray,
+ IndependentBlend = supportedFeatures.IndependentBlend,
LogicOp = supportedFeatures.LogicOp,
OcclusionQueryPrecise = supportedFeatures.OcclusionQueryPrecise,
MultiViewport = supportedFeatures.MultiViewport,
PipelineStatisticsQuery = supportedFeatures.PipelineStatisticsQuery,
- SamplerAnisotropy = true,
- ShaderClipDistance = true,
+ SamplerAnisotropy = supportedFeatures.SamplerAnisotropy,
+ ShaderClipDistance = supportedFeatures.ShaderClipDistance,
ShaderFloat64 = supportedFeatures.ShaderFloat64,
ShaderImageGatherExtended = supportedFeatures.ShaderImageGatherExtended,
ShaderStorageImageMultisample = supportedFeatures.ShaderStorageImageMultisample,
// ShaderStorageImageReadWithoutFormat = true,
// ShaderStorageImageWriteWithoutFormat = true,
TessellationShader = supportedFeatures.TessellationShader,
- VertexPipelineStoresAndAtomics = true,
+ VertexPipelineStoresAndAtomics = supportedFeatures.VertexPipelineStoresAndAtomics,
RobustBufferAccess = useRobustBufferAccess
};