nvk: Re-order Vulkan 1.0 feature bits

Also, leave TODO comments for anything we want to enable but haven't.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24326>
This commit is contained in:
Faith Ekstrand 2023-01-30 20:12:04 -06:00 committed by Marge Bot
parent 45c2ebc341
commit 0e84eb35e2

View file

@ -33,37 +33,50 @@ nvk_GetPhysicalDeviceFeatures2(VkPhysicalDevice physicalDevice,
pFeatures->features = (VkPhysicalDeviceFeatures) {
.robustBufferAccess = true,
.fullDrawIndexUint32 = true,
.independentBlend = true,
.logicOp = true,
.multiViewport = true,
.samplerAnisotropy = true,
.shaderClipDistance = true,
.shaderCullDistance = true,
.shaderResourceMinLod = true,
.imageCubeArray = true,
.independentBlend = true,
/* TODO: geometryShader */
/* TODO: tessellationShader */
.sampleRateShading = true,
.dualSrcBlend = true,
.logicOp = true,
.multiDrawIndirect = true,
.drawIndirectFirstInstance = true,
.depthClamp = true,
.depthBiasClamp = true,
.fillModeNonSolid = true,
.depthBounds = true,
.fragmentStoresAndAtomics = true,
.alphaToOne = true,
.occlusionQueryPrecise = true,
.pipelineStatisticsQuery = true,
.sampleRateShading = true,
.textureCompressionBC = true,
.vertexPipelineStoresAndAtomics = true,
.wideLines = true,
.largePoints = true,
/* More features */
.alphaToOne = true,
.multiViewport = true,
.samplerAnisotropy = true,
.textureCompressionETC2 = false,
.textureCompressionBC = true,
.textureCompressionASTC_LDR = false,
.occlusionQueryPrecise = true,
.pipelineStatisticsQuery = true,
.vertexPipelineStoresAndAtomics = true,
.fragmentStoresAndAtomics = true,
/* TODO: shaderTessellationAndGeometryPointSize */
.shaderStorageImageExtendedFormats = true,
/* TODO: shaderStorageImageMultisample */
/* TODO: shaderStorageImageReadWithoutFormat */
.shaderStorageImageWriteWithoutFormat = true,
.shaderUniformBufferArrayDynamicIndexing = true,
.shaderSampledImageArrayDynamicIndexing = true,
.shaderStorageBufferArrayDynamicIndexing = true,
.shaderStorageImageArrayDynamicIndexing = true,
.shaderClipDistance = true,
.shaderCullDistance = true,
/* TODO: shaderFloat64 */
/* TODO: shaderInt64 */
/* TODO: shaderInt16 */
/* TODO: shaderResourceResidency */
.shaderResourceMinLod = true,
/* TODO: sparseResidency* */
/* TODO: variableMultisampleRate */
/* TODO: inheritedQueries */
};
VkPhysicalDeviceVulkan11Features core_1_1 = {