UE4, at least in Psychonauts 2, catches failure of this function. It works if zeros are returned.
Signed-off-by: Conor McCarthy cmccarthy@codeweavers.com --- libs/vkd3d/command.c | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-)
diff --git a/libs/vkd3d/command.c b/libs/vkd3d/command.c index 9fbde800..6ad4fa18 100644 --- a/libs/vkd3d/command.c +++ b/libs/vkd3d/command.c @@ -6225,10 +6225,14 @@ static HRESULT STDMETHODCALLTYPE d3d12_command_queue_GetTimestampFrequency(ID3D1 static HRESULT STDMETHODCALLTYPE d3d12_command_queue_GetClockCalibration(ID3D12CommandQueue *iface, UINT64 *gpu_timestamp, UINT64 *cpu_timestamp) { - FIXME("iface %p, gpu_timestamp %p, cpu_timestamp %p stub!\n", + TRACE("iface %p, gpu_timestamp %p, cpu_timestamp %p.\n", iface, gpu_timestamp, cpu_timestamp);
- return E_NOTIMPL; + WARN("Setting timestamps to zero.\n"); + *gpu_timestamp = 0; + *cpu_timestamp = 0; + + return S_OK; }
static D3D12_COMMAND_QUEUE_DESC * STDMETHODCALLTYPE d3d12_command_queue_GetDesc(ID3D12CommandQueue *iface,