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Disable D3D feature levels below 11.0 for the D3D11 renderer
This commit is contained in:
committed by
Sam Lantinga
parent
2a92a3c9c5
commit
c86cfb0156
@@ -542,16 +542,11 @@ static HRESULT D3D11_CreateDeviceResources(SDL_Renderer *renderer)
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/* This array defines the set of DirectX hardware feature levels this app will support.
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* Note the ordering should be preserved.
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* Don't forget to declare your application's minimum required feature level in its
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* description. All applications are assumed to support 9.1 unless otherwise stated.
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* description. All applications are assumed to support 11.0 unless otherwise stated.
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*/
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D3D_FEATURE_LEVEL featureLevels[] = {
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D3D_FEATURE_LEVEL_11_1,
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0,
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D3D_FEATURE_LEVEL_9_3,
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D3D_FEATURE_LEVEL_9_2,
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D3D_FEATURE_LEVEL_9_1
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D3D_FEATURE_LEVEL_11_0
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};
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D3D11_BUFFER_DESC constantBufferDesc;
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@@ -722,31 +717,7 @@ static HRESULT D3D11_CreateDeviceResources(SDL_Renderer *renderer)
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* Max texture sizes are documented on MSDN, at:
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* http://msdn.microsoft.com/en-us/library/windows/apps/ff476876.aspx
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*/
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switch (data->featureLevel) {
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case D3D_FEATURE_LEVEL_11_1:
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case D3D_FEATURE_LEVEL_11_0:
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SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 16384);
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break;
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case D3D_FEATURE_LEVEL_10_1:
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case D3D_FEATURE_LEVEL_10_0:
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SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 8192);
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break;
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case D3D_FEATURE_LEVEL_9_3:
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SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 4096);
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break;
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case D3D_FEATURE_LEVEL_9_2:
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case D3D_FEATURE_LEVEL_9_1:
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SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 2048);
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break;
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default:
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SDL_SetError("%s, Unexpected feature level: %d", __FUNCTION__, data->featureLevel);
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result = E_FAIL;
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goto done;
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}
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SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 16384);
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if (!D3D11_CreateVertexShader(data->d3dDevice, &data->vertexShader, &data->inputLayout)) {
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goto done;
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