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anv: expose VK_EXT_pipeline_protected_access
Intel's protection mechanism is descriptor based. There is nothing going on in the shaders. Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Reviewed-by: Ivan Briano <ivan.briano@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31339>
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@ -244,6 +244,7 @@ get_device_extensions(const struct anv_physical_device *device,
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.EXT_pipeline_creation_cache_control = true,
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.EXT_pipeline_creation_feedback = true,
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.EXT_pipeline_library_group_handles = rt_enabled,
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.EXT_pipeline_protected_access = device->has_protected_contexts,
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.EXT_pipeline_robustness = true,
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.EXT_post_depth_coverage = true,
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.EXT_primitives_generated_query = true,
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@ -813,6 +814,9 @@ get_features(const struct anv_physical_device *pdevice,
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/* VK_KHR_dynamic_rendering_local_read */
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.dynamicRenderingLocalRead = true,
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/* VK_EXT_pipeline_protected_access */
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.pipelineProtectedAccess = true,
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};
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/* The new DOOM and Wolfenstein games require depthBounds without
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