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>
This commit is contained in:
Józef Kucia 2018-10-25 11:24:04 +02:00 committed by Alexandre Julliard
parent 5e6b35af8e
commit 2e8b3863f3
1 changed files with 62 additions and 57 deletions

View File

@ -542,7 +542,6 @@ static void vkd3d_trace_physical_device(VkPhysicalDevice device,
VkPhysicalDeviceMemoryProperties memory_properties;
VkPhysicalDeviceProperties device_properties;
VkQueueFamilyProperties *queue_properties;
VkPhysicalDeviceFeatures features;
VkPhysicalDeviceLimits *limits;
unsigned int i, j;
uint32_t count;
@ -702,64 +701,68 @@ static void vkd3d_trace_physical_device(VkPhysicalDevice device,
TRACE(" optimalBufferCopyOffsetAlignment: %#"PRIx64".\n", limits->optimalBufferCopyOffsetAlignment);
TRACE(" optimalBufferCopyRowPitchAlignment: %#"PRIx64".\n", limits->optimalBufferCopyRowPitchAlignment);
TRACE(" nonCoherentAtomSize: %#"PRIx64".\n", limits->nonCoherentAtomSize);
}
static void vkd3d_trace_physical_device_features(const VkPhysicalDeviceFeatures2KHR *features2)
{
const VkPhysicalDeviceFeatures *features = &features2->features;
VK_CALL(vkGetPhysicalDeviceFeatures(device, &features));
TRACE("Device features:\n");
TRACE(" robustBufferAccess: %#x.\n", features.robustBufferAccess);
TRACE(" fullDrawIndexUint32: %#x.\n", features.fullDrawIndexUint32);
TRACE(" imageCubeArray: %#x.\n", features.imageCubeArray);
TRACE(" independentBlend: %#x.\n", features.independentBlend);
TRACE(" geometryShader: %#x.\n", features.geometryShader);
TRACE(" tessellationShader: %#x.\n", features.tessellationShader);
TRACE(" sampleRateShading: %#x.\n", features.sampleRateShading);
TRACE(" dualSrcBlend: %#x.\n", features.dualSrcBlend);
TRACE(" logicOp: %#x.\n", features.logicOp);
TRACE(" multiDrawIndirect: %#x.\n", features.multiDrawIndirect);
TRACE(" drawIndirectFirstInstance: %#x.\n", features.drawIndirectFirstInstance);
TRACE(" depthClamp: %#x.\n", features.depthClamp);
TRACE(" depthBiasClamp: %#x.\n", features.depthBiasClamp);
TRACE(" fillModeNonSolid: %#x.\n", features.fillModeNonSolid);
TRACE(" depthBounds: %#x.\n", features.depthBounds);
TRACE(" wideLines: %#x.\n", features.wideLines);
TRACE(" largePoints: %#x.\n", features.largePoints);
TRACE(" alphaToOne: %#x.\n", features.alphaToOne);
TRACE(" multiViewport: %#x.\n", features.multiViewport);
TRACE(" samplerAnisotropy: %#x.\n", features.samplerAnisotropy);
TRACE(" textureCompressionETC2: %#x.\n", features.textureCompressionETC2);
TRACE(" textureCompressionASTC_LDR: %#x.\n", features.textureCompressionASTC_LDR);
TRACE(" textureCompressionBC: %#x.\n", features.textureCompressionBC);
TRACE(" occlusionQueryPrecise: %#x.\n", features.occlusionQueryPrecise);
TRACE(" pipelineStatisticsQuery: %#x.\n", features.pipelineStatisticsQuery);
TRACE(" vertexOipelineStoresAndAtomics: %#x.\n", features.vertexPipelineStoresAndAtomics);
TRACE(" fragmentStoresAndAtomics: %#x.\n", features.fragmentStoresAndAtomics);
TRACE(" shaderTessellationAndGeometryPointSize: %#x.\n", features.shaderTessellationAndGeometryPointSize);
TRACE(" shaderImageGatherExtended: %#x.\n", features.shaderImageGatherExtended);
TRACE(" shaderStorageImageExtendedFormats: %#x.\n", features.shaderStorageImageExtendedFormats);
TRACE(" shaderStorageImageMultisample: %#x.\n", features.shaderStorageImageMultisample);
TRACE(" shaderStorageImageReadWithoutFormat: %#x.\n", features.shaderStorageImageReadWithoutFormat);
TRACE(" shaderStorageImageWriteWithoutFormat: %#x.\n", features.shaderStorageImageWriteWithoutFormat);
TRACE(" shaderUniformBufferArrayDynamicIndexing: %#x.\n", features.shaderUniformBufferArrayDynamicIndexing);
TRACE(" shaderSampledImageArrayDynamicIndexing: %#x.\n", features.shaderSampledImageArrayDynamicIndexing);
TRACE(" shaderStorageBufferArrayDynamicIndexing: %#x.\n", features.shaderStorageBufferArrayDynamicIndexing);
TRACE(" shaderStorageImageArrayDynamicIndexing: %#x.\n", features.shaderStorageImageArrayDynamicIndexing);
TRACE(" shaderClipDistance: %#x.\n", features.shaderClipDistance);
TRACE(" shaderCullDistance: %#x.\n", features.shaderCullDistance);
TRACE(" shaderFloat64: %#x.\n", features.shaderFloat64);
TRACE(" shaderInt64: %#x.\n", features.shaderInt64);
TRACE(" shaderInt16: %#x.\n", features.shaderInt16);
TRACE(" shaderResourceResidency: %#x.\n", features.shaderResourceResidency);
TRACE(" shaderResourceMinLod: %#x.\n", features.shaderResourceMinLod);
TRACE(" sparseBinding: %#x.\n", features.sparseBinding);
TRACE(" sparseResidencyBuffer: %#x.\n", features.sparseResidencyBuffer);
TRACE(" sparseResidencyImage2D: %#x.\n", features.sparseResidencyImage2D);
TRACE(" sparseResidencyImage3D: %#x.\n", features.sparseResidencyImage3D);
TRACE(" sparseResidency2Samples: %#x.\n", features.sparseResidency2Samples);
TRACE(" sparseResidency4Samples: %#x.\n", features.sparseResidency4Samples);
TRACE(" sparseResidency8Samples: %#x.\n", features.sparseResidency8Samples);
TRACE(" sparseResidency16Samples: %#x.\n", features.sparseResidency16Samples);
TRACE(" sparseResidencyAliased: %#x.\n", features.sparseResidencyAliased);
TRACE(" variableMultisampleRate: %#x.\n", features.variableMultisampleRate);
TRACE(" inheritedQueries: %#x.\n", features.inheritedQueries);
TRACE(" robustBufferAccess: %#x.\n", features->robustBufferAccess);
TRACE(" fullDrawIndexUint32: %#x.\n", features->fullDrawIndexUint32);
TRACE(" imageCubeArray: %#x.\n", features->imageCubeArray);
TRACE(" independentBlend: %#x.\n", features->independentBlend);
TRACE(" geometryShader: %#x.\n", features->geometryShader);
TRACE(" tessellationShader: %#x.\n", features->tessellationShader);
TRACE(" sampleRateShading: %#x.\n", features->sampleRateShading);
TRACE(" dualSrcBlend: %#x.\n", features->dualSrcBlend);
TRACE(" logicOp: %#x.\n", features->logicOp);
TRACE(" multiDrawIndirect: %#x.\n", features->multiDrawIndirect);
TRACE(" drawIndirectFirstInstance: %#x.\n", features->drawIndirectFirstInstance);
TRACE(" depthClamp: %#x.\n", features->depthClamp);
TRACE(" depthBiasClamp: %#x.\n", features->depthBiasClamp);
TRACE(" fillModeNonSolid: %#x.\n", features->fillModeNonSolid);
TRACE(" depthBounds: %#x.\n", features->depthBounds);
TRACE(" wideLines: %#x.\n", features->wideLines);
TRACE(" largePoints: %#x.\n", features->largePoints);
TRACE(" alphaToOne: %#x.\n", features->alphaToOne);
TRACE(" multiViewport: %#x.\n", features->multiViewport);
TRACE(" samplerAnisotropy: %#x.\n", features->samplerAnisotropy);
TRACE(" textureCompressionETC2: %#x.\n", features->textureCompressionETC2);
TRACE(" textureCompressionASTC_LDR: %#x.\n", features->textureCompressionASTC_LDR);
TRACE(" textureCompressionBC: %#x.\n", features->textureCompressionBC);
TRACE(" occlusionQueryPrecise: %#x.\n", features->occlusionQueryPrecise);
TRACE(" pipelineStatisticsQuery: %#x.\n", features->pipelineStatisticsQuery);
TRACE(" vertexOipelineStoresAndAtomics: %#x.\n", features->vertexPipelineStoresAndAtomics);
TRACE(" fragmentStoresAndAtomics: %#x.\n", features->fragmentStoresAndAtomics);
TRACE(" shaderTessellationAndGeometryPointSize: %#x.\n", features->shaderTessellationAndGeometryPointSize);
TRACE(" shaderImageGatherExtended: %#x.\n", features->shaderImageGatherExtended);
TRACE(" shaderStorageImageExtendedFormats: %#x.\n", features->shaderStorageImageExtendedFormats);
TRACE(" shaderStorageImageMultisample: %#x.\n", features->shaderStorageImageMultisample);
TRACE(" shaderStorageImageReadWithoutFormat: %#x.\n", features->shaderStorageImageReadWithoutFormat);
TRACE(" shaderStorageImageWriteWithoutFormat: %#x.\n", features->shaderStorageImageWriteWithoutFormat);
TRACE(" shaderUniformBufferArrayDynamicIndexing: %#x.\n", features->shaderUniformBufferArrayDynamicIndexing);
TRACE(" shaderSampledImageArrayDynamicIndexing: %#x.\n", features->shaderSampledImageArrayDynamicIndexing);
TRACE(" shaderStorageBufferArrayDynamicIndexing: %#x.\n", features->shaderStorageBufferArrayDynamicIndexing);
TRACE(" shaderStorageImageArrayDynamicIndexing: %#x.\n", features->shaderStorageImageArrayDynamicIndexing);
TRACE(" shaderClipDistance: %#x.\n", features->shaderClipDistance);
TRACE(" shaderCullDistance: %#x.\n", features->shaderCullDistance);
TRACE(" shaderFloat64: %#x.\n", features->shaderFloat64);
TRACE(" shaderInt64: %#x.\n", features->shaderInt64);
TRACE(" shaderInt16: %#x.\n", features->shaderInt16);
TRACE(" shaderResourceResidency: %#x.\n", features->shaderResourceResidency);
TRACE(" shaderResourceMinLod: %#x.\n", features->shaderResourceMinLod);
TRACE(" sparseBinding: %#x.\n", features->sparseBinding);
TRACE(" sparseResidencyBuffer: %#x.\n", features->sparseResidencyBuffer);
TRACE(" sparseResidencyImage2D: %#x.\n", features->sparseResidencyImage2D);
TRACE(" sparseResidencyImage3D: %#x.\n", features->sparseResidencyImage3D);
TRACE(" sparseResidency2Samples: %#x.\n", features->sparseResidency2Samples);
TRACE(" sparseResidency4Samples: %#x.\n", features->sparseResidency4Samples);
TRACE(" sparseResidency8Samples: %#x.\n", features->sparseResidency8Samples);
TRACE(" sparseResidency16Samples: %#x.\n", features->sparseResidency16Samples);
TRACE(" sparseResidencyAliased: %#x.\n", features->sparseResidencyAliased);
TRACE(" variableMultisampleRate: %#x.\n", features->variableMultisampleRate);
TRACE(" inheritedQueries: %#x.\n", features->inheritedQueries);
}
static void vkd3d_check_feature_level_11_requirements(const VkPhysicalDeviceLimits *limits,
@ -1095,6 +1098,8 @@ static HRESULT vkd3d_create_vk_device(struct d3d12_device *device,
else
VK_CALL(vkGetPhysicalDeviceFeatures(physical_device, &features2.features));
vkd3d_trace_physical_device_features(&features2);
if (FAILED(hr = vkd3d_init_device_caps(device, create_info, &features2.features, &extension_count)))
goto done;