vulkan: Avoid hardcoding features in CreateDevice (#4858)

Those shouldn't have been hardcoded.
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Mary 2023-05-08 12:48:16 +02:00 committed by GitHub
parent 1b28ecd63e
commit 162798b026
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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
var features = new PhysicalDeviceFeatures() var features = new PhysicalDeviceFeatures()
{ {
DepthBiasClamp = true, DepthBiasClamp = supportedFeatures.DepthBiasClamp,
DepthClamp = supportedFeatures.DepthClamp, DepthClamp = supportedFeatures.DepthClamp,
DualSrcBlend = supportedFeatures.DualSrcBlend, DualSrcBlend = supportedFeatures.DualSrcBlend,
FragmentStoresAndAtomics = true, FragmentStoresAndAtomics = supportedFeatures.FragmentStoresAndAtomics,
GeometryShader = supportedFeatures.GeometryShader, GeometryShader = supportedFeatures.GeometryShader,
ImageCubeArray = true, ImageCubeArray = supportedFeatures.ImageCubeArray,
IndependentBlend = true, IndependentBlend = supportedFeatures.IndependentBlend,
LogicOp = supportedFeatures.LogicOp, LogicOp = supportedFeatures.LogicOp,
OcclusionQueryPrecise = supportedFeatures.OcclusionQueryPrecise, OcclusionQueryPrecise = supportedFeatures.OcclusionQueryPrecise,
MultiViewport = supportedFeatures.MultiViewport, MultiViewport = supportedFeatures.MultiViewport,
PipelineStatisticsQuery = supportedFeatures.PipelineStatisticsQuery, PipelineStatisticsQuery = supportedFeatures.PipelineStatisticsQuery,
SamplerAnisotropy = true, SamplerAnisotropy = supportedFeatures.SamplerAnisotropy,
ShaderClipDistance = true, ShaderClipDistance = supportedFeatures.ShaderClipDistance,
ShaderFloat64 = supportedFeatures.ShaderFloat64, ShaderFloat64 = supportedFeatures.ShaderFloat64,
ShaderImageGatherExtended = supportedFeatures.ShaderImageGatherExtended, ShaderImageGatherExtended = supportedFeatures.ShaderImageGatherExtended,
ShaderStorageImageMultisample = supportedFeatures.ShaderStorageImageMultisample, ShaderStorageImageMultisample = supportedFeatures.ShaderStorageImageMultisample,
// ShaderStorageImageReadWithoutFormat = true, // ShaderStorageImageReadWithoutFormat = true,
// ShaderStorageImageWriteWithoutFormat = true, // ShaderStorageImageWriteWithoutFormat = true,
TessellationShader = supportedFeatures.TessellationShader, TessellationShader = supportedFeatures.TessellationShader,
VertexPipelineStoresAndAtomics = true, VertexPipelineStoresAndAtomics = supportedFeatures.VertexPipelineStoresAndAtomics,
RobustBufferAccess = useRobustBufferAccess RobustBufferAccess = useRobustBufferAccess
}; };