Use enabled not available features to determine what shaders to create

* We still check available features to know which shaders we could create on
  replay, to determine whether we should add STORAGE_BIT to MSAA images we want
  to store into.
This commit is contained in:
baldurk
2020-05-19 12:57:28 +01:00
parent 5380b61b9d
commit a5fe4ebde5
16 changed files with 124 additions and 91 deletions
+2 -2
View File
@@ -115,7 +115,7 @@ rdcarray<GPUCounter> VulkanReplay::EnumerateCounters()
{
rdcarray<GPUCounter> ret;
VkPhysicalDeviceFeatures availableFeatures = m_pDriver->GetDeviceFeatures();
VkPhysicalDeviceFeatures availableFeatures = m_pDriver->GetDeviceEnabledFeatures();
ret.push_back(GPUCounter::EventGPUDuration);
if(availableFeatures.pipelineStatisticsQuery)
@@ -831,7 +831,7 @@ rdcarray<CounterResult> VulkanReplay::FetchCounters(const rdcarray<GPUCounter> &
ret.append(FetchCountersKHR(vkKHRCounters));
}
VkPhysicalDeviceFeatures availableFeatures = m_pDriver->GetDeviceFeatures();
VkPhysicalDeviceFeatures availableFeatures = m_pDriver->GetDeviceEnabledFeatures();
VkDevice dev = m_pDriver->GetDev();