Detect PCI device ID where available (not in GL?)

This commit is contained in:
Henrik Rydgård 2019-02-06 22:43:31 +01:00
parent d15e71915a
commit 54c6c148fb
4 changed files with 5 additions and 1 deletions

View file

@ -493,6 +493,8 @@ struct PipelineDesc {
struct DeviceCaps {
GPUVendor vendor;
uint32_t deviceID; // use caution!
DataFormat preferredDepthBufferFormat;
DataFormat preferredShadowMapFormatLow;
DataFormat preferredShadowMapFormatHigh;

View file

@ -267,6 +267,7 @@ D3D11DrawContext::D3D11DrawContext(ID3D11Device *device, ID3D11DeviceContext *de
default:
caps_.vendor = GPUVendor::VENDOR_UNKNOWN;
}
caps_.deviceID = desc.DeviceId;
adapter->Release();
}
dxgiDevice->Release();

View file

@ -603,7 +603,7 @@ D3D9Context::D3D9Context(IDirect3D9 *d3d, IDirect3D9Ex *d3dEx, int adapterId, ID
} else {
strcpy(shadeLangVersion_, "N/A");
}
caps_.deviceID = identifier_.DeviceId;
caps_.multiViewport = false;
caps_.anisoSupported = true;
caps_.depthRangeMinusOneToOne = false;

View file

@ -791,6 +791,7 @@ VKContext::VKContext(VulkanContext *vulkan, bool splitSubmit)
bugs_.Infest(Bugs::DUAL_SOURCE_BLENDING_BROKEN);
}
caps_.deviceID = deviceProps.deviceID;
device_ = vulkan->GetDevice();
queue_ = vulkan->GetGraphicsQueue();