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radv: enable prologs/epilogs in-memory cache for shader objects
Shader objects always use VS prologs/PS epilogs/TCS epilogs. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26930>
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1 changed files with 10 additions and 1 deletions
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@ -710,7 +710,7 @@ radv_CreateDevice(VkPhysicalDevice physicalDevice, const VkDeviceCreateInfo *pCr
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bool attachment_vrs_enabled = false;
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bool image_float32_atomics = false;
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bool vs_prologs = false;
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UNUSED bool tcs_epilogs = false; /* TODO: Enable for shader object */
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bool tcs_epilogs = false;
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bool ps_epilogs = false;
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bool global_bo_list = false;
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bool image_2d_view_of_3d = false;
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@ -841,6 +841,15 @@ radv_CreateDevice(VkPhysicalDevice physicalDevice, const VkDeviceCreateInfo *pCr
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mesh_shader_queries = true;
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break;
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}
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case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_OBJECT_FEATURES_EXT: {
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const VkPhysicalDeviceShaderObjectFeaturesEXT *features = (const void *)ext;
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if (features->shaderObject) {
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vs_prologs = true;
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tcs_epilogs = true;
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ps_epilogs = true;
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}
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break;
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}
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default:
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break;
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}
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