When querying capabilities or creating views using a scoped aspect
mask, we want to return the format for the correct single-channel
format, but when actually creating the resource (aspect mask 0),
we want to use the typeless format, since the single-channel formats
don't report multisampling support.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20614>
There's no real reason not to, WDDM supports it. It's not really that
useful, but I don't expect most apps to really want to do it anyway.
It does enable some useful synchronization scenarios sometimes.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16200>
Since we don't support wide points, this isn't a useful feature, but the CTS
requires a particular point coord value for the single rasterized pixel, based
on where the original point coord fell within the pixel. Since we're not doing
a quad, we don't get free interpolation like the GL driver does, so split the
logic between vertex (transform point center into screen space) and pixel
(compute delta between current pixel/sample and point center).
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20400>
This allows us to *much* more accurately express the app's barrier
requests. Unfortunately, there's still a few mismatches, so in those
cases we'll end up conservatively over-synchronizing/flushing.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20324>
While enhanced barriers is a *much* closer model to Vulkan's, there's
still one big mismatch: Vulkan's "transfer" concept supports clears,
copies, and resolves, while D3D's closest match only supports copies.
So when doing clears and resolves, we need to transition from the copy
layout to the correct layout, and then back.
Internal barriers are done for some meta scenarios as well as render
pass initial layout transitions. These look more or less the same as
non-enhanced, we just want to avoid mixing the two paradigms if possible.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20324>
For cases where both clip and cull are used, and a shader has both
inputs and outputs that can contain them, we need metadata to tell
us where the clip array ends and the cull array begins, since they
get combined into CLIP location registers. For outputs, this is in
the nir info, but for input we pass it in a sideband channel.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20346>
`dzn_instance_create` will call `dzn_instance_destroy` when the d3d12
library fails to load. Just like the issue in `d3d12_screen`, this will
lead to a crash because `d3d12_mod` is NULL.
To fix this, only close the library after if it was actually opened.
Cc: mesa-stable
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20145>
We don't need to do the command list destroy/re-create dance if the
only reference to an allocator is a *closed* command list. Using
CreateCommandList1 gives us a closed command list to start with,
which better matches the semantics of Vulkan's begin/end for
command buffers.
Now that dzn's cmdbuf reset logic puts the cmdbuf back to the
*initial* state, move the command list reset to BeginCommandBuffer.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19537>
This was only partially supported, with not way to cross D3D12
old compatibility boundary. With the RelaxedFormatCastingSupported
feature, we can cast any format to any other format with the same
block size, which maps pretty well to how Vulkan see things.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17339>