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Add some internal logging for D3D12 CheckFeatureSupport calls
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@@ -3329,10 +3329,14 @@ HRESULT WrappedID3D12Device::SetStablePowerState(BOOL Enable)
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HRESULT WrappedID3D12Device::CheckFeatureSupport(D3D12_FEATURE Feature, void *pFeatureSupportData,
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UINT FeatureSupportDataSize)
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{
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RDCLOG("Checking feature support for %d", Feature);
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HRESULT hr = m_pDevice->CheckFeatureSupport(Feature, pFeatureSupportData, FeatureSupportDataSize);
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if(FAILED(hr))
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{
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RDCLOG("CheckFeatureSupport returned %s", ToStr(hr).c_str());
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return hr;
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}
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if(Feature == D3D12_FEATURE_SHADER_MODEL)
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{
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@@ -3340,6 +3344,8 @@ HRESULT WrappedID3D12Device::CheckFeatureSupport(D3D12_FEATURE Feature, void *pF
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if(FeatureSupportDataSize != sizeof(D3D12_FEATURE_DATA_SHADER_MODEL))
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return E_INVALIDARG;
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RDCLOG("Clamping shader model from 0x%x to 6.6", model->HighestShaderModel);
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// clamp SM to what we support
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model->HighestShaderModel = RDCMIN(model->HighestShaderModel, D3D_SHADER_MODEL_6_6);
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@@ -3354,6 +3360,8 @@ HRESULT WrappedID3D12Device::CheckFeatureSupport(D3D12_FEATURE Feature, void *pF
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// can't capture or replay this properly.
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opts->Support = D3D12_PROTECTED_RESOURCE_SESSION_SUPPORT_FLAG_NONE;
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RDCLOG("Forcing no protected session tier support");
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return S_OK;
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}
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else if(Feature == D3D12_FEATURE_D3D12_OPTIONS5)
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@@ -3366,6 +3374,8 @@ HRESULT WrappedID3D12Device::CheckFeatureSupport(D3D12_FEATURE Feature, void *pF
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// don't support raytracing
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opts->RaytracingTier = D3D12_RAYTRACING_TIER_NOT_SUPPORTED;
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RDCLOG("Forcing no raytracing tier support");
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return S_OK;
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}
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else if(Feature == D3D12_FEATURE_D3D12_OPTIONS7)
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@@ -3379,6 +3389,8 @@ HRESULT WrappedID3D12Device::CheckFeatureSupport(D3D12_FEATURE Feature, void *pF
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opts->MeshShaderTier = D3D12_MESH_SHADER_TIER_NOT_SUPPORTED;
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opts->SamplerFeedbackTier = D3D12_SAMPLER_FEEDBACK_TIER_NOT_SUPPORTED;
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RDCLOG("Forcing no mesh shading or sampler feedback tier support");
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return S_OK;
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}
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