[D3D12] Add max GPU virtual address bits to D3D12Provider
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@@ -212,11 +212,22 @@ D3D12Provider::InitializationResult D3D12Provider::Initialize() {
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programmable_sample_positions_tier_ =
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uint32_t(options2.ProgrammableSamplePositionsTier);
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}
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XELOGD3D(
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"Direct3D 12 device supports tiled resources tier %u, programmable "
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"sample positions tier %u; rasterizer-ordered views %ssupported",
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tiled_resources_tier_, programmable_sample_positions_tier_,
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rasterizer_ordered_views_supported_ ? "" : "un");
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virtual_address_bits_per_resource_ = 0;
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D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT virtual_address_support;
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if (SUCCEEDED(device->CheckFeatureSupport(
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D3D12_FEATURE_GPU_VIRTUAL_ADDRESS_SUPPORT, &virtual_address_support,
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sizeof(virtual_address_support)))) {
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virtual_address_bits_per_resource_ =
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virtual_address_support.MaxGPUVirtualAddressBitsPerResource;
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}
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XELOGD3D("Direct3D 12 device features:");
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XELOGD3D("* Max GPU virtual address bits per resource: %u",
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virtual_address_bits_per_resource_);
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XELOGD3D("* Programmable sample positions: tier %u",
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programmable_sample_positions_tier_);
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XELOGD3D("* Rasterizer-ordered views: %s",
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rasterizer_ordered_views_supported_ ? "yes" : "no");
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XELOGD3D("* Tiled resources: tier %u", tiled_resources_tier_);
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// Get the graphics analysis interface, will silently fail if PIX is not
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// attached.
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