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Expose another couple of vulkan device features.
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@ -2116,6 +2116,10 @@ bool GPU_Vulkan::PerformMemorySet(u32 dest, u8 v, int size) {
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return false;
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}
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void GPU_Vulkan::NotifyVideoUpload(u32 addr, int size, int width, int format) {
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}
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bool GPU_Vulkan::PerformMemoryDownload(u32 dest, int size) {
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// Cheat a bit to force a download of the framebuffer.
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// VRAM + 0x00400000 is simply a VRAM mirror.
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@ -2214,7 +2218,3 @@ std::string GPU_Vulkan::DebugGetShaderString(std::string id, DebugShaderType typ
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return shaderManager_->DebugGetShaderString(id, type, stringType);
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}
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}
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void GPU_Vulkan::NotifyVideoUpload(u32 addr, int size, int width, int format) {
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}
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@ -51,10 +51,10 @@ public:
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void ReapplyGfxStateInternal() override;
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void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
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void CopyDisplayToOutput() override;
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void NotifyVideoUpload(u32 addr, int size, int width, int format) override;
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void BeginFrame() override;
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void UpdateStats() override;
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void InvalidateCache(u32 addr, int size, GPUInvalidationType type) override;
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void NotifyVideoUpload(u32 addr, int size, int width, int format) override;
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bool PerformMemoryCopy(u32 dest, u32 src, int size) override;
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bool PerformMemorySet(u32 dest, u8 v, int size) override;
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bool PerformMemoryDownload(u32 dest, int size) override;
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@ -622,6 +622,12 @@ VkResult VulkanContext::CreateDevice(int physical_device) {
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if (featuresAvailable_.logicOp) {
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featuresEnabled_.logicOp = true;
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}
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if (featuresAvailable_.depthClamp) {
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featuresEnabled_.depthClamp = true;
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}
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if (featuresAvailable_.depthBounds) {
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featuresEnabled_.depthBounds = true;
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}
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VkDeviceCreateInfo device_info = {};
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device_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
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@ -1196,6 +1196,8 @@ std::vector<std::string> Thin3DVKContext::GetFeatureList() {
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AddFeature(features, "textureCompressionASTC_LDR", available.textureCompressionASTC_LDR, enabled.textureCompressionASTC_LDR);
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AddFeature(features, "shaderClipDistance", available.shaderClipDistance, enabled.shaderClipDistance);
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AddFeature(features, "shaderCullDistance", available.shaderCullDistance, enabled.shaderCullDistance);
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AddFeature(features, "occlusionQueryPrecise", available.occlusionQueryPrecise, enabled.occlusionQueryPrecise);
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AddFeature(features, "multiDrawIndirect", available.multiDrawIndirect, enabled.multiDrawIndirect);
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// Also list texture formats and their properties.
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for (int i = VK_FORMAT_BEGIN_RANGE; i <= VK_FORMAT_END_RANGE; i++) {
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