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vkd3d: Do not trace features for all available physical devices.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -542,7 +542,6 @@ static void vkd3d_trace_physical_device(VkPhysicalDevice device,
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VkPhysicalDeviceMemoryProperties memory_properties;
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VkPhysicalDeviceProperties device_properties;
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VkQueueFamilyProperties *queue_properties;
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VkPhysicalDeviceFeatures features;
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VkPhysicalDeviceLimits *limits;
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unsigned int i, j;
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uint32_t count;
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@ -702,64 +701,68 @@ static void vkd3d_trace_physical_device(VkPhysicalDevice device,
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TRACE(" optimalBufferCopyOffsetAlignment: %#"PRIx64".\n", limits->optimalBufferCopyOffsetAlignment);
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TRACE(" optimalBufferCopyRowPitchAlignment: %#"PRIx64".\n", limits->optimalBufferCopyRowPitchAlignment);
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TRACE(" nonCoherentAtomSize: %#"PRIx64".\n", limits->nonCoherentAtomSize);
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}
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static void vkd3d_trace_physical_device_features(const VkPhysicalDeviceFeatures2KHR *features2)
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{
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const VkPhysicalDeviceFeatures *features = &features2->features;
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VK_CALL(vkGetPhysicalDeviceFeatures(device, &features));
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TRACE("Device features:\n");
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TRACE(" robustBufferAccess: %#x.\n", features.robustBufferAccess);
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TRACE(" fullDrawIndexUint32: %#x.\n", features.fullDrawIndexUint32);
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TRACE(" imageCubeArray: %#x.\n", features.imageCubeArray);
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TRACE(" independentBlend: %#x.\n", features.independentBlend);
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TRACE(" geometryShader: %#x.\n", features.geometryShader);
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TRACE(" tessellationShader: %#x.\n", features.tessellationShader);
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TRACE(" sampleRateShading: %#x.\n", features.sampleRateShading);
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TRACE(" dualSrcBlend: %#x.\n", features.dualSrcBlend);
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TRACE(" logicOp: %#x.\n", features.logicOp);
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TRACE(" multiDrawIndirect: %#x.\n", features.multiDrawIndirect);
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TRACE(" drawIndirectFirstInstance: %#x.\n", features.drawIndirectFirstInstance);
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TRACE(" depthClamp: %#x.\n", features.depthClamp);
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TRACE(" depthBiasClamp: %#x.\n", features.depthBiasClamp);
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TRACE(" fillModeNonSolid: %#x.\n", features.fillModeNonSolid);
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TRACE(" depthBounds: %#x.\n", features.depthBounds);
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TRACE(" wideLines: %#x.\n", features.wideLines);
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TRACE(" largePoints: %#x.\n", features.largePoints);
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TRACE(" alphaToOne: %#x.\n", features.alphaToOne);
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TRACE(" multiViewport: %#x.\n", features.multiViewport);
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TRACE(" samplerAnisotropy: %#x.\n", features.samplerAnisotropy);
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TRACE(" textureCompressionETC2: %#x.\n", features.textureCompressionETC2);
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TRACE(" textureCompressionASTC_LDR: %#x.\n", features.textureCompressionASTC_LDR);
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TRACE(" textureCompressionBC: %#x.\n", features.textureCompressionBC);
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TRACE(" occlusionQueryPrecise: %#x.\n", features.occlusionQueryPrecise);
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TRACE(" pipelineStatisticsQuery: %#x.\n", features.pipelineStatisticsQuery);
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TRACE(" vertexOipelineStoresAndAtomics: %#x.\n", features.vertexPipelineStoresAndAtomics);
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TRACE(" fragmentStoresAndAtomics: %#x.\n", features.fragmentStoresAndAtomics);
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TRACE(" shaderTessellationAndGeometryPointSize: %#x.\n", features.shaderTessellationAndGeometryPointSize);
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TRACE(" shaderImageGatherExtended: %#x.\n", features.shaderImageGatherExtended);
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TRACE(" shaderStorageImageExtendedFormats: %#x.\n", features.shaderStorageImageExtendedFormats);
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TRACE(" shaderStorageImageMultisample: %#x.\n", features.shaderStorageImageMultisample);
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TRACE(" shaderStorageImageReadWithoutFormat: %#x.\n", features.shaderStorageImageReadWithoutFormat);
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TRACE(" shaderStorageImageWriteWithoutFormat: %#x.\n", features.shaderStorageImageWriteWithoutFormat);
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TRACE(" shaderUniformBufferArrayDynamicIndexing: %#x.\n", features.shaderUniformBufferArrayDynamicIndexing);
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TRACE(" shaderSampledImageArrayDynamicIndexing: %#x.\n", features.shaderSampledImageArrayDynamicIndexing);
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TRACE(" shaderStorageBufferArrayDynamicIndexing: %#x.\n", features.shaderStorageBufferArrayDynamicIndexing);
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TRACE(" shaderStorageImageArrayDynamicIndexing: %#x.\n", features.shaderStorageImageArrayDynamicIndexing);
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TRACE(" shaderClipDistance: %#x.\n", features.shaderClipDistance);
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TRACE(" shaderCullDistance: %#x.\n", features.shaderCullDistance);
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TRACE(" shaderFloat64: %#x.\n", features.shaderFloat64);
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TRACE(" shaderInt64: %#x.\n", features.shaderInt64);
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TRACE(" shaderInt16: %#x.\n", features.shaderInt16);
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TRACE(" shaderResourceResidency: %#x.\n", features.shaderResourceResidency);
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TRACE(" shaderResourceMinLod: %#x.\n", features.shaderResourceMinLod);
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TRACE(" sparseBinding: %#x.\n", features.sparseBinding);
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TRACE(" sparseResidencyBuffer: %#x.\n", features.sparseResidencyBuffer);
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TRACE(" sparseResidencyImage2D: %#x.\n", features.sparseResidencyImage2D);
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TRACE(" sparseResidencyImage3D: %#x.\n", features.sparseResidencyImage3D);
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TRACE(" sparseResidency2Samples: %#x.\n", features.sparseResidency2Samples);
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TRACE(" sparseResidency4Samples: %#x.\n", features.sparseResidency4Samples);
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TRACE(" sparseResidency8Samples: %#x.\n", features.sparseResidency8Samples);
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TRACE(" sparseResidency16Samples: %#x.\n", features.sparseResidency16Samples);
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TRACE(" sparseResidencyAliased: %#x.\n", features.sparseResidencyAliased);
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TRACE(" variableMultisampleRate: %#x.\n", features.variableMultisampleRate);
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TRACE(" inheritedQueries: %#x.\n", features.inheritedQueries);
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TRACE(" robustBufferAccess: %#x.\n", features->robustBufferAccess);
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TRACE(" fullDrawIndexUint32: %#x.\n", features->fullDrawIndexUint32);
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TRACE(" imageCubeArray: %#x.\n", features->imageCubeArray);
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TRACE(" independentBlend: %#x.\n", features->independentBlend);
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TRACE(" geometryShader: %#x.\n", features->geometryShader);
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TRACE(" tessellationShader: %#x.\n", features->tessellationShader);
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TRACE(" sampleRateShading: %#x.\n", features->sampleRateShading);
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TRACE(" dualSrcBlend: %#x.\n", features->dualSrcBlend);
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TRACE(" logicOp: %#x.\n", features->logicOp);
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TRACE(" multiDrawIndirect: %#x.\n", features->multiDrawIndirect);
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TRACE(" drawIndirectFirstInstance: %#x.\n", features->drawIndirectFirstInstance);
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TRACE(" depthClamp: %#x.\n", features->depthClamp);
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TRACE(" depthBiasClamp: %#x.\n", features->depthBiasClamp);
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TRACE(" fillModeNonSolid: %#x.\n", features->fillModeNonSolid);
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TRACE(" depthBounds: %#x.\n", features->depthBounds);
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TRACE(" wideLines: %#x.\n", features->wideLines);
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TRACE(" largePoints: %#x.\n", features->largePoints);
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TRACE(" alphaToOne: %#x.\n", features->alphaToOne);
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TRACE(" multiViewport: %#x.\n", features->multiViewport);
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TRACE(" samplerAnisotropy: %#x.\n", features->samplerAnisotropy);
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TRACE(" textureCompressionETC2: %#x.\n", features->textureCompressionETC2);
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TRACE(" textureCompressionASTC_LDR: %#x.\n", features->textureCompressionASTC_LDR);
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TRACE(" textureCompressionBC: %#x.\n", features->textureCompressionBC);
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TRACE(" occlusionQueryPrecise: %#x.\n", features->occlusionQueryPrecise);
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TRACE(" pipelineStatisticsQuery: %#x.\n", features->pipelineStatisticsQuery);
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TRACE(" vertexOipelineStoresAndAtomics: %#x.\n", features->vertexPipelineStoresAndAtomics);
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TRACE(" fragmentStoresAndAtomics: %#x.\n", features->fragmentStoresAndAtomics);
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TRACE(" shaderTessellationAndGeometryPointSize: %#x.\n", features->shaderTessellationAndGeometryPointSize);
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TRACE(" shaderImageGatherExtended: %#x.\n", features->shaderImageGatherExtended);
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TRACE(" shaderStorageImageExtendedFormats: %#x.\n", features->shaderStorageImageExtendedFormats);
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TRACE(" shaderStorageImageMultisample: %#x.\n", features->shaderStorageImageMultisample);
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TRACE(" shaderStorageImageReadWithoutFormat: %#x.\n", features->shaderStorageImageReadWithoutFormat);
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TRACE(" shaderStorageImageWriteWithoutFormat: %#x.\n", features->shaderStorageImageWriteWithoutFormat);
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TRACE(" shaderUniformBufferArrayDynamicIndexing: %#x.\n", features->shaderUniformBufferArrayDynamicIndexing);
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TRACE(" shaderSampledImageArrayDynamicIndexing: %#x.\n", features->shaderSampledImageArrayDynamicIndexing);
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TRACE(" shaderStorageBufferArrayDynamicIndexing: %#x.\n", features->shaderStorageBufferArrayDynamicIndexing);
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TRACE(" shaderStorageImageArrayDynamicIndexing: %#x.\n", features->shaderStorageImageArrayDynamicIndexing);
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TRACE(" shaderClipDistance: %#x.\n", features->shaderClipDistance);
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TRACE(" shaderCullDistance: %#x.\n", features->shaderCullDistance);
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TRACE(" shaderFloat64: %#x.\n", features->shaderFloat64);
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TRACE(" shaderInt64: %#x.\n", features->shaderInt64);
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TRACE(" shaderInt16: %#x.\n", features->shaderInt16);
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TRACE(" shaderResourceResidency: %#x.\n", features->shaderResourceResidency);
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TRACE(" shaderResourceMinLod: %#x.\n", features->shaderResourceMinLod);
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TRACE(" sparseBinding: %#x.\n", features->sparseBinding);
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TRACE(" sparseResidencyBuffer: %#x.\n", features->sparseResidencyBuffer);
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TRACE(" sparseResidencyImage2D: %#x.\n", features->sparseResidencyImage2D);
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TRACE(" sparseResidencyImage3D: %#x.\n", features->sparseResidencyImage3D);
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TRACE(" sparseResidency2Samples: %#x.\n", features->sparseResidency2Samples);
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TRACE(" sparseResidency4Samples: %#x.\n", features->sparseResidency4Samples);
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TRACE(" sparseResidency8Samples: %#x.\n", features->sparseResidency8Samples);
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TRACE(" sparseResidency16Samples: %#x.\n", features->sparseResidency16Samples);
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TRACE(" sparseResidencyAliased: %#x.\n", features->sparseResidencyAliased);
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TRACE(" variableMultisampleRate: %#x.\n", features->variableMultisampleRate);
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TRACE(" inheritedQueries: %#x.\n", features->inheritedQueries);
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}
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static void vkd3d_check_feature_level_11_requirements(const VkPhysicalDeviceLimits *limits,
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@ -1095,6 +1098,8 @@ static HRESULT vkd3d_create_vk_device(struct d3d12_device *device,
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else
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VK_CALL(vkGetPhysicalDeviceFeatures(physical_device, &features2.features));
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vkd3d_trace_physical_device_features(&features2);
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if (FAILED(hr = vkd3d_init_device_caps(device, create_info, &features2.features, &extension_count)))
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goto done;
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