[PATCH] d3d12: Check for VK_KHR_external_fence_capabilities before using VkPhysicalDeviceIDProperties.

Zebediah Figura (she/her) zfigura at codeweavers.com
Thu Feb 25 10:38:59 CST 2021


On 2/25/21 10:18 AM, Joshua Ashton wrote:
> On 2/25/21 4:01 PM, Zebediah Figura (she/her) wrote:
>> On 2/25/21 7:00 AM, Joshua Ashton wrote:
>>> There is no reason to. This is core in Vulkan 1.1.
>>>
>>> You should just use a newer API version.
>>> There is no relevant driver that doesn't support this.
>>
>> Mesa's v3dv is an example of a driver that does not support Vulkan 1.1.
> 
> That is not relevant hardware:
> It is not capable of supporting D3D12.

If it's capable of supporting vkd3d, it's capable of supporting d3d12 ;-)

(Granted, the former may actually not be the case, for lack of
KHR_shader_draw_parameters. I don't know if that's possible to implement.)

More to the point, though, there are more salient reasons to support
Vulkan 1.0: drivers not yet written (e.g. there is not yet a free NVidia
or Mali driver, nor a conformant software driver), drivers whose latest
versions are not accessible (e.g. the last version of MoltenVK that can
be built for MacOS Mojave only supports Vulkan 1.0), hardware which may
not be capable of supporting Vulkan 1.1 (if any exists), and less
painful bisection of Vulkan drivers down to old versions. Compared with
the cost of adding a couple lines, and that only because I happened to
run the validation layers, I'm not particularly inclined to believe
dropping support for Vulkan 1.0 is a worthwhile trade.

> 
> - Joshie 🐸✨
> 
>>
>>>
>>> - Joshie 🐸✨
>>>
>>
> 


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