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vulkan_device: Enable shaderStorageImageMultisample conditionally
Fix Vulkan initialization on ANV.
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2 changed files with 20 additions and 18 deletions
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@ -256,7 +256,7 @@ Device::Device(VkInstance instance_, vk::PhysicalDevice physical_, VkSurfaceKHR
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.shaderTessellationAndGeometryPointSize = false,
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.shaderImageGatherExtended = true,
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.shaderStorageImageExtendedFormats = false,
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.shaderStorageImageMultisample = true,
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.shaderStorageImageMultisample = is_shader_storage_image_multisample,
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.shaderStorageImageReadWithoutFormat = is_formatless_image_load_supported,
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.shaderStorageImageWriteWithoutFormat = true,
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.shaderUniformBufferArrayDynamicIndexing = false,
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@ -803,6 +803,7 @@ void Device::SetupFamilies(VkSurfaceKHR surface) {
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void Device::SetupFeatures() {
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const auto supported_features{physical.GetFeatures()};
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is_formatless_image_load_supported = supported_features.shaderStorageImageReadWithoutFormat;
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is_shader_storage_image_multisample = supported_features.shaderStorageImageMultisample;
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is_blit_depth_stencil_supported = TestDepthStencilBlits();
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is_optimal_astc_supported = IsOptimalAstcSupported(supported_features);
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}
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@ -272,23 +272,24 @@ private:
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bool is_optimal_astc_supported{}; ///< Support for native ASTC.
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bool is_float16_supported{}; ///< Support for float16 arithmetics.
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bool is_warp_potentially_bigger{}; ///< Host warp size can be bigger than guest.
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bool is_formatless_image_load_supported{}; ///< Support for shader image read without format.
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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 khr_uniform_buffer_standard_layout{}; ///< Support for std430 on UBOs.
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bool ext_index_type_uint8{}; ///< Support for VK_EXT_index_type_uint8.
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bool ext_sampler_filter_minmax{}; ///< Support for VK_EXT_sampler_filter_minmax.
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bool ext_depth_range_unrestricted{}; ///< Support for VK_EXT_depth_range_unrestricted.
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bool ext_shader_viewport_index_layer{}; ///< Support for VK_EXT_shader_viewport_index_layer.
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bool ext_tooling_info{}; ///< Support for VK_EXT_tooling_info.
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bool ext_transform_feedback{}; ///< Support for VK_EXT_transform_feedback.
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bool ext_custom_border_color{}; ///< Support for VK_EXT_custom_border_color.
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bool ext_extended_dynamic_state{}; ///< Support for VK_EXT_extended_dynamic_state.
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bool ext_robustness2{}; ///< Support for VK_EXT_robustness2.
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bool ext_shader_stencil_export{}; ///< Support for VK_EXT_shader_stencil_export.
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bool nv_device_diagnostics_config{}; ///< Support for VK_NV_device_diagnostics_config.
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bool has_renderdoc{}; ///< Has RenderDoc attached
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bool has_nsight_graphics{}; ///< Has Nsight Graphics attached
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bool is_formatless_image_load_supported{}; ///< Support for shader image read without format.
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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 nv_viewport_swizzle{}; ///< Support for VK_NV_viewport_swizzle.
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bool khr_uniform_buffer_standard_layout{}; ///< Support for std430 on UBOs.
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bool ext_index_type_uint8{}; ///< Support for VK_EXT_index_type_uint8.
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bool ext_sampler_filter_minmax{}; ///< Support for VK_EXT_sampler_filter_minmax.
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bool ext_depth_range_unrestricted{}; ///< Support for VK_EXT_depth_range_unrestricted.
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bool ext_shader_viewport_index_layer{}; ///< Support for VK_EXT_shader_viewport_index_layer.
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bool ext_tooling_info{}; ///< Support for VK_EXT_tooling_info.
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bool ext_transform_feedback{}; ///< Support for VK_EXT_transform_feedback.
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bool ext_custom_border_color{}; ///< Support for VK_EXT_custom_border_color.
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bool ext_extended_dynamic_state{}; ///< Support for VK_EXT_extended_dynamic_state.
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bool ext_robustness2{}; ///< Support for VK_EXT_robustness2.
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bool ext_shader_stencil_export{}; ///< Support for VK_EXT_shader_stencil_export.
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bool nv_device_diagnostics_config{}; ///< Support for VK_NV_device_diagnostics_config.
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bool has_renderdoc{}; ///< Has RenderDoc attached
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bool has_nsight_graphics{}; ///< Has Nsight Graphics attached
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// Asynchronous Graphics Pipeline setting
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bool use_asynchronous_shaders{}; ///< Setting to use asynchronous shaders/graphics pipeline
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