Different APIs have different robustness requirements for VBOs. Add a knob to
select the desired robustness so we can implement rba2 in honeykrisp.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29742>
we need to predicate the store, since we can't do a hardware demote after
running tests. this is similar to what the blob does.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29607>
this puts draw parameters in the right order and adds in the draw ID. together
this makes MDI a lot more straightforward to do efficiently.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29179>
With the exception of some variants for framebuffer fetch (to be addressed in a
follow up MR, this is big enough as it is) -- this switches us to a shader
precompile path for VS & FS. VS prologs let us implement vertex buffer fetch
with dynamic formats, FS prologs let us implement misc emulation like API sample
masking and cull distance, while FS epilogs handle blending and tilebuffer
stores. This should cut down shader recompile jank significantly in the GL
driver. It also prepares us with most of what we need for big ticket Vulkan
extensions like ESO, GPL, and EDS3.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28483>