The major differences compared to the NV extensions are:
- support for the sequence index as push constants
- support for draw with count tokens (note that DrawID is zero for
normal draws)
- support for raytracing
- support for IES (only compute is supported for now)
- improved preprocessing support with the state command buffer param
The NV DGC extensions were only enabled for vkd3d-proton and it will
maintain both paths for a while, so they can be replaced by the EXT.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31383>
Hiding storage support for depth formats forces the game to take a
different, working path for terrain height map initialization.
cc: mesa-stable
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31152>
When RADV_DEBUG=shaders is set, printing e.g. different NIR shaders from
different threads at the same time makes the output unreadable. Use a mutex
to synchronize shader dumping so that all shaders get printed in once piece.
Since we're writing everything to a file or terminal anyway, the
performance impact of forcing singlethreaded compilation is negligible.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25215>
Enable selecting the specific pstate to enter when using thread tracing
and when acquiring the profiling lock for performance queries.
Signed-off-by: Josh Simmons <josh@nega.tv>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30139>