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These implementations are built on top of vk_shader. For the most part, the driver shouldn't notice a difference between draws consuming pipelines vs. draws consuming shaders. The only real difference is that, when vk_driver_shader_ops::compile() is called for pipelines, a struct vk_graphics_pipeline_state is provided. For shader objects, the state object will be NULL indicating that all state is unknown. Besides that, all the rest of the differences between Vulkan 1.0 pipelines, VK_EXT_graphics_pipeline_library, and VK_EXT_shader_object are handled by the Vulkan runtime code. Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27024> |
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| .. | ||
| device-select-layer | ||
| overlay-layer | ||
| registry | ||
| runtime | ||
| util | ||
| wsi | ||
| meson.build | ||
| vulkan-android.sym | ||
| vulkan-icd-android-symbols.txt | ||
| vulkan-icd-symbols.txt | ||
| vulkan.sym | ||
| vulkan_api.def.in | ||