Commit graph

3 commits

Author SHA1 Message Date
Alyssa Rosenzweig
5fe3f57d3f vulkan: export vk_robustness_disabled
HK will use this for a HK_PERFTEST=norobust flag.

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31466>
2024-10-04 17:52:10 +00:00
Faith Ekstrand
9308e8d90d vulkan: Add generic graphics and compute VkPipeline implementations
These implementations are built on top of vk_shader.  For the most part,
the driver shouldn't notice a difference between draws consuming
pipelines vs. draws consuming shaders.  The only real difference is
that, when vk_driver_shader_ops::compile() is called for pipelines, a
struct vk_graphics_pipeline_state is provided.  For shader objects, the
state object will be NULL indicating that all state is unknown.  Besides
that, all the rest of the differences between Vulkan 1.0 pipelines,
VK_EXT_graphics_pipeline_library, and VK_EXT_shader_object are handled
by the Vulkan runtime code.

Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27024>
2024-02-27 22:17:09 +00:00
Faith Ekstrand
9f62008bff vulkan: Add runtime code for VK_EXT_shader_object
This adds a new base vk_shader object along with vtables for creating,
binding, and working with shader objects.

Unlike other parts of the runtime, the new shader object code is a bit
more sanitized and opinionated than just handing you the Vulkan
entrypoints.  For one thing, the create_shaders() calback takes a NIR
shader, not SPIR-V.  Conversion of SPIR-V into NIR, handling of magic
meta NIR shaders, etc. is all done in common code.  [De]serialization is
done via `struct blob` and the common code does a checksum of the binary
and handles rejecting invalid binaries based on shaderBinaryUUID and
shaderBinaryVersion.  This should make life a bit easier for driver
authors as well as provides a bit nicer interface for building the
common pipeline implementation on top of shader objects.

Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27024>
2024-02-27 22:17:09 +00:00