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authorassiduous <assiduous@diligentgraphics.com>2020-10-03 04:14:03 +0000
committerassiduous <assiduous@diligentgraphics.com>2020-10-03 04:14:03 +0000
commit2f344b7eb5527b2449f1ad0dc2a9e42ac2542b76 (patch)
treec913e8d0b7343cab19de6f1643564e30f89b77b9 /Graphics/GraphicsEngineD3D11
parentMetal interface: using id<> instead of void* (diff)
downloadDiligentCore-2f344b7eb5527b2449f1ad0dc2a9e42ac2542b76.tar.gz
DiligentCore-2f344b7eb5527b2449f1ad0dc2a9e42ac2542b76.zip
Added device features to indicate support of 16-bit types
Diffstat (limited to 'Graphics/GraphicsEngineD3D11')
-rw-r--r--Graphics/GraphicsEngineD3D11/src/RenderDeviceD3D11Impl.cpp8
1 files changed, 7 insertions, 1 deletions
diff --git a/Graphics/GraphicsEngineD3D11/src/RenderDeviceD3D11Impl.cpp b/Graphics/GraphicsEngineD3D11/src/RenderDeviceD3D11Impl.cpp
index 338ea5a9..f87f5068 100644
--- a/Graphics/GraphicsEngineD3D11/src/RenderDeviceD3D11Impl.cpp
+++ b/Graphics/GraphicsEngineD3D11/src/RenderDeviceD3D11Impl.cpp
@@ -147,10 +147,16 @@ RenderDeviceD3D11Impl::RenderDeviceD3D11Impl(IReferenceCounters* pRefCo
UNSUPPORTED_FEATURE(BindlessResources, "Bindless resources are");
UNSUPPORTED_FEATURE(VertexPipelineUAVWritesAndAtomics, "Vertex pipeline UAV writes and atomics are");
UNSUPPORTED_FEATURE(MeshShaders, "Mesh shaders are");
+
+ // Explicit fp16 is only supported in DXC through Shader Model 6.2, so there's no support for FXC or D3D11.
+ UNSUPPORTED_FEATURE(ShaderFloat16, "16-bit float shader operations are");
+ UNSUPPORTED_FEATURE(ResourceBuffer16BitAccess, "16-bit native access to resource buffers is");
+ UNSUPPORTED_FEATURE(UniformBuffer16BitAccess, "16-bit native access to uniform buffers is");
+ UNSUPPORTED_FEATURE(ShaderInputOutput16, "16-bit shader input/output is");
#undef UNSUPPORTED_FEATURE
#if defined(_MSC_VER) && defined(_WIN64)
- static_assert(sizeof(DeviceFeatures) == 23, "Did you add a new feature to DeviceFeatures? Please handle its satus here.");
+ static_assert(sizeof(DeviceFeatures) == 27, "Did you add a new feature to DeviceFeatures? Please handle its satus here.");
#endif
auto& TexCaps = m_DeviceCaps.TexCaps;