On Wed Dec 7 03:23:03 2022 +0000, Zebediah Figura wrote:
This is probably fine for simplicity, but note the existence of
WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS (and "NumSimultaneousRTs" more generally); this is not strictly a requirement for D3D 9.3. Is it not? [1] at least states it is. For d3d9 we'd presumably want to set WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS appropriately (which, granted, I don't have a patch for yet) but in terms of setting feature levels it seems right? [1] https://learn.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3...
Oh, I was looking at the required features for Direct3D 9, not Direct3D 11 downlevel devices. For the most part that shouldn't matter too much, because we'll happily create a device with a lower feature level in d3d9, but we do restrict the maximum shader version based on the feature level (shader_max_version_from_feature_level()). I.e., AFAIK in d3d9 it should be possible to use shader model 3 shaders without having D3DPMISCCAPS_INDEPENDENTWRITEMASKS.