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anv: enable VK_KHR_fragment_shader_barycentric
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34445>
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1 changed files with 10 additions and 0 deletions
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@ -177,6 +177,7 @@ get_device_extensions(const struct anv_physical_device *device,
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.KHR_external_semaphore = true,
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.KHR_external_semaphore_fd = true,
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.KHR_format_feature_flags2 = true,
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.KHR_fragment_shader_barycentric = device->info.ver >= 20,
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.KHR_fragment_shading_rate = device->info.ver >= 11,
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.KHR_get_memory_requirements2 = true,
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.KHR_global_priority = device->max_context_priority >=
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@ -958,6 +959,10 @@ get_features(const struct anv_physical_device *pdevice,
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.shaderBFloat16CooperativeMatrix =
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anv_device_has_bfloat16_cooperative_matrix(pdevice),
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.shaderBFloat16DotProduct = pdevice->info.has_bfloat16,
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/* VK_KHR_fragment_shader_barycentric */
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.fragmentShaderBarycentric =
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pdevice->vk.supported_extensions.KHR_fragment_shader_barycentric,
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};
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/* The new DOOM and Wolfenstein games require depthBounds without
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@ -1440,6 +1445,11 @@ get_properties(const struct anv_physical_device *pdevice,
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props->meshAndTaskShaderDerivatives = pdevice->info.has_mesh_shading;
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}
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/* VK_KHR_fragment_shader_barycentric */
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{
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props->triStripVertexOrderIndependentOfProvokingVertex = false;
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}
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/* VK_KHR_fragment_shading_rate */
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{
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props->primitiveFragmentShadingRateWithMultipleViewports =
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