```diff + FIXME("Returning fake Options2 support data.\n"); + options->PSSpecifiedStencilRefSupported = FALSE; + options->TypedUAVLoadAdditionalFormats = FALSE; + options->ROVsSupported = FALSE; + options->ConservativeRasterizationTier = D3D11_CONSERVATIVE_RASTERIZATION_NOT_SUPPORTED; + options->TiledResourcesTier = D3D11_TILED_RESOURCES_NOT_SUPPORTED; + options->MapOnDefaultTextures = TRUE; + options->StandardSwizzle = FALSE; + options->UnifiedMemoryArchitecture = FALSE; ```
Mostly for what it's worth: - libvkd3d-shader already implements the required features for PSSpecifiedStencilRefSupported and TypedUAVLoadAdditionalFormats; it should be straightforward to make those work with at least the wined3d Vulkan backend. - We have d3d12_device_is_uma() in libvkd3d, which should correspond to UnifiedMemoryArchitecture, and should be easy enough to adapt to wined3d. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/4653#note_55702