In addition to the DLL names being different, we don't have to do the versioning work since we don't have to fuss with known bad versions (for example).
Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>
Co-authored-by: David Jacewicz <david.jacewicz@protonmail.com>
Co-authored-by: tieuchanlong <tieuchanlong@gmail.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19022>
From the Vulkan spec, the WAIT flag on vkCmdCopyQueryPoolResults only
serves to increase the first synchronization scope to include query end
commands, but either way, the synchronization scope only includes
commands that occur earlier in submission order. In other words, we
don't need to enforce queue ordering, a pipeline barrier is all that's
needed.
Fixes deadlocks in the timestamp.misc_tests.two_cmd_buffers_primary test.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20617>
D3D considers the rasterizer enabled if there's a pixel shader *or* if
depth is enabled, since you can do depth-only rendering. After parsing
shaders, if we find that there was supposed to be a pixel shader, but
we removed it because there was no output position, disable depth too.
Also, store this info in the cache, since we might not even load the
nir shaders if we'd seen this pipeline before.
Fixes dEQP-VK.synchronization.internally_synchronized_objects.pipeline_cache_graphics
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20617>
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>
Only add SV_SampleIndex if there exists a sample-rate var that has either flat
interpolation or centroid (and therefore can't force sample rate implicitly),
unless there is also a sample-rate var that doesn't have those properties.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20614>
There's VK tests that have mismatching interpolation specifiers between FS
and the previous stage. For structs, that resulted in different types, which
breaks DXIL validation.
We could link the shaders and have that overwrite the interpolation field from
the previous shader, but we could also just not care and always use float.
I don't see any regressions from that.
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>
Fix resource leak reported by Coverity Scan.
Resource leak (RESOURCE_LEAK)
leaked_storage: Variable file_contents going out of scope leaks the storage it points to.
Fixes: 531d17c334 ("spirv2dxil: Support linking multiple shaders")
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20576>