d3d12: add d3d12_init_screen_caps
It's one-one map of d3d12_get_param() and d3d12_get_paramf(). Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32955>
This commit is contained in:
@@ -111,7 +111,7 @@ compile_nir(struct d3d12_context *ctx, struct d3d12_shader_selector *sel,
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if (key->samples_int_textures)
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NIR_PASS_V(nir, dxil_lower_sample_to_txf_for_integer_tex,
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key->n_texture_states, key->tex_wrap_states, key->swizzle_state,
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screen->base.get_paramf(&screen->base, PIPE_CAPF_MAX_TEXTURE_LOD_BIAS));
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screen->base.caps.max_texture_lod_bias);
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if (key->stage == PIPE_SHADER_VERTEX && key->vs.needs_format_emulation)
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dxil_nir_lower_vs_vertex_conversion(nir, key->vs.format_conversion);
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@@ -586,6 +586,225 @@ d3d12_get_compute_param(struct pipe_screen *pscreen,
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}
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}
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static void
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d3d12_init_screen_caps(struct d3d12_screen *screen)
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{
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struct pipe_caps *caps = (struct pipe_caps *)&screen->base.caps;
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caps->accelerated = screen->vendor_id != HW_VENDOR_MICROSOFT ? 1 : 0;
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caps->uma = screen->architecture.UMA;
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caps->video_memory = d3d12_get_video_mem(&screen->base);
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if (screen->max_feature_level < D3D_FEATURE_LEVEL_11_0)
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return;
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u_init_pipe_screen_caps(&screen->base, caps->accelerated);
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caps->npot_textures = true;
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/* D3D12 only supports dual-source blending for a single
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* render-target. From the D3D11 functional spec (which also defines
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* this for D3D12):
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*
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* "When Dual Source Color Blending is enabled, the Pixel Shader must
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* have only a single RenderTarget bound, at slot 0, and must output
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* both o0 and o1. Writing to other outputs (o2, o3 etc.) produces
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* undefined results for the corresponding RenderTargets, if bound
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* illegally."
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*
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* Source: https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#17.6%20Dual%20Source%20Color%20Blending
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*/
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caps->max_dual_source_render_targets = 1;
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caps->anisotropic_filter = true;
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caps->max_render_targets = D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT;
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caps->texture_swizzle = true;
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caps->max_texel_buffer_elements_uint =
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1 << D3D12_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP;
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caps->max_texture_2d_size = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
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static_assert(D3D12_REQ_TEXTURE3D_U_V_OR_W_DIMENSION == (1 << 11),
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"D3D12_REQ_TEXTURE3D_U_V_OR_W_DIMENSION");
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caps->max_texture_3d_levels = 12;
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caps->max_texture_cube_levels = D3D12_REQ_MIP_LEVELS;
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caps->primitive_restart = true;
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caps->indep_blend_enable = true;
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caps->indep_blend_func = true;
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caps->fragment_shader_texture_lod = true;
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caps->fragment_shader_derivatives = true;
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caps->quads_follow_provoking_vertex_convention = true;
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caps->mixed_color_depth_bits = true;
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caps->vertex_input_alignment = PIPE_VERTEX_INPUT_ALIGNMENT_4BYTE;
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/* We need to do some lowering that requires a link to the sampler */
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caps->nir_samplers_as_deref = true;
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caps->nir_images_as_deref = true;
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caps->max_texture_array_layers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
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caps->depth_clip_disable = true;
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caps->tgsi_texcoord = true;
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caps->vertex_color_unclamped = true;
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caps->glsl_feature_level = 460;
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caps->glsl_feature_level_compatibility = 460;
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caps->essl_feature_level = 310;
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caps->compute = true;
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caps->texture_multisample = true;
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caps->cube_map_array = true;
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caps->texture_buffer_objects = true;
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caps->texture_transfer_modes = PIPE_TEXTURE_TRANSFER_BLIT;
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caps->endianness = PIPE_ENDIAN_NATIVE; /* unsure */
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caps->max_viewports = D3D12_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
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caps->mixed_framebuffer_sizes = true;
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caps->max_texture_gather_components = 4;
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caps->fs_coord_pixel_center_half_integer = true;
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caps->fs_coord_origin_upper_left = true;
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caps->max_vertex_attrib_stride = 2048; /* FIXME: no clue how to query this */
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caps->texture_float_linear = true;
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caps->texture_half_float_linear = true;
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caps->shader_buffer_offset_alignment = D3D12_RAW_UAV_SRV_BYTE_ALIGNMENT;
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caps->constant_buffer_offset_alignment = D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT;
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caps->pci_group =
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caps->pci_bus =
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caps->pci_device =
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caps->pci_function = 0; /* TODO: figure these out */
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caps->flatshade = false;
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caps->alpha_test = false;
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caps->two_sided_color = false;
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caps->clip_planes = 0;
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caps->shader_stencil_export = screen->opts.PSSpecifiedStencilRefSupported;
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caps->seamless_cube_map = true;
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caps->texture_query_lod = true;
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caps->vs_instanceid = true;
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caps->tgsi_tex_txf_lz = true;
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caps->occlusion_query = true;
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caps->viewport_transform_lowered = true;
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caps->psiz_clamped = true;
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caps->blend_equation_separate = true;
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caps->conditional_render = true;
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caps->conditional_render_inverted = true;
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caps->query_timestamp = true;
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caps->vertex_element_instance_divisor = true;
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caps->image_store_formatted = true;
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caps->glsl_tess_levels_as_inputs = true;
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caps->max_stream_output_buffers = D3D12_SO_BUFFER_SLOT_COUNT;
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caps->max_stream_output_separate_components =
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caps->max_stream_output_interleaved_components = D3D12_SO_OUTPUT_COMPONENT_COUNT;
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/* Geometry shader output. */
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caps->max_geometry_output_vertices =
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D3D12_GS_MAX_OUTPUT_VERTEX_COUNT_ACROSS_INSTANCES;
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caps->max_geometry_total_output_components =
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D3D12_REQ_GS_INVOCATION_32BIT_OUTPUT_COMPONENT_LIMIT;
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/* Subtract one so that implicit position can be added */
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caps->max_varyings = D3D12_PS_INPUT_REGISTER_COUNT - 1;
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caps->max_combined_shader_output_resources =
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screen->max_feature_level <= D3D_FEATURE_LEVEL_11_0 ? D3D12_PS_CS_UAV_REGISTER_COUNT :
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(screen->opts.ResourceBindingTier <= D3D12_RESOURCE_BINDING_TIER_2 ? D3D12_UAV_SLOT_COUNT : 0);
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caps->start_instance = true;
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caps->draw_parameters = true;
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caps->draw_indirect = true;
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caps->multi_draw_indirect = true;
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caps->multi_draw_indirect_params = true;
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caps->framebuffer_no_attachment = true;
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caps->sample_shading = true;
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caps->stream_output_pause_resume = true;
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caps->stream_output_interleave_buffers = true;
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caps->int64 = true;
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caps->doubles = true;
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caps->device_reset_status_query = true;
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caps->robust_buffer_access_behavior = true;
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caps->memobj = true;
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caps->fence_signal = true;
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caps->timeline_semaphore_import = true;
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caps->clip_halfz = true;
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caps->vs_layer_viewport = true;
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caps->copy_between_compressed_and_plain_formats = true;
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caps->shader_array_components = true;
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caps->texture_mirror_clamp_to_edge = true;
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caps->query_time_elapsed = true;
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caps->fs_fine_derivative = true;
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caps->cull_distance = true;
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caps->texture_query_samples = true;
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caps->texture_barrier = true;
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caps->gl_spirv = true;
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caps->polygon_offset_clamp = true;
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caps->shader_group_vote = true;
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caps->shader_ballot = true;
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caps->query_pipeline_statistics = true;
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caps->query_so_overflow = true;
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caps->query_buffer_object =
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(screen->opts3.WriteBufferImmediateSupportFlags & D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT) != 0;
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caps->max_vertex_streams = D3D12_SO_BUFFER_SLOT_COUNT;
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/* This is asking about varyings, not total registers, so remove the 2 tess factor registers. */
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caps->max_shader_patch_varyings = D3D12_HS_OUTPUT_PATCH_CONSTANT_REGISTER_COUNT - 2;
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/* Picking a value in line with other drivers. Without this, we can end up easily hitting OOM
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* if an app just creates, initializes, and destroys resources without explicitly flushing. */
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caps->max_texture_upload_memory_budget = 64 * 1024 * 1024;
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caps->sampler_view_target = screen->opts12.RelaxedFormatCastingSupported;
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#ifndef _GAMING_XBOX
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caps->query_memory_info = true;
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#endif
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caps->min_line_width =
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caps->min_line_width_aa =
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caps->min_point_size =
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caps->min_point_size_aa = 1;
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caps->point_size_granularity =
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caps->line_width_granularity = 0.1;
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caps->max_line_width =
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caps->max_line_width_aa = 1.0f; /* no clue */
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caps->max_point_size =
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caps->max_point_size_aa = D3D12_MAX_POINT_SIZE;
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caps->max_texture_anisotropy = D3D12_MAX_MAXANISOTROPY;
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caps->max_texture_lod_bias = 15.99f;
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}
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static bool
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d3d12_is_format_supported(struct pipe_screen *pscreen,
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enum pipe_format format,
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@@ -1768,6 +1987,8 @@ d3d12_init_screen(struct d3d12_screen *screen, IUnknown *adapter)
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d3d12_screen_video_init(&screen->base);
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#endif
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d3d12_init_screen_caps(screen);
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struct pb_desc desc;
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desc.alignment = D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
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desc.usage = (pb_usage_flags)(PB_USAGE_CPU_WRITE | PB_USAGE_GPU_READ);
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