(airlied: fixes DOOM hang with compute queue enabled)
Reviewed-by: Dave Airlie <airlied@redhat.com>
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
These aren't used yet but we will want to use them when we
implement a separate compute queue.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This fixes:
dEQP-VK.api.image_clearing.clear_color_image.3d*
These were hitting an assert as the code wasn't taking the
baseMipLevel into account when minify the image depth.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
When restoring something from shader cache we won't have and don't
want to create a nir_shader this change detaches the two.
There are other advantages such as being able to reuse the
shader info populated by GLSL IR.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This squashes all the radv development up until now into
one for merging.
History can be found:
https://github.com/airlied/mesa/tree/semi-interesting
This requires llvm 3.9 and is in no way considered
a conformant vulkan implementation. It can run a number
of vulkan applications, and supports all GPUs using
the amdgpu kernel driver.
Thanks to Intel for providing anv and spirv->nir,
and Emil Velikov for reviewing build integration.
Parts of this are:
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Acked-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Authors: Bas Nieuwenhuizen and Dave Airlie
Signed-off-by: Dave Airlie <airlied@redhat.com>