Mesa (master): anv, radv: disable StorageImageWriteWithoutFormat for now
Ilia Mirkin
imirkin at kemper.freedesktop.org
Sat Dec 31 21:40:13 UTC 2016
Module: Mesa
Branch: master
Commit: 1f13cb8b153b92bf1da8caa62c9176b875fe7e0f
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=1f13cb8b153b92bf1da8caa62c9176b875fe7e0f
Author: Ilia Mirkin <imirkin at alum.mit.edu>
Date: Fri Dec 30 00:39:30 2016 -0500
anv,radv: disable StorageImageWriteWithoutFormat for now
The SPIR-V capability isn't even marked as enabled, and there are no
tests in Vulkan-CTS. Per Jason Ekstrand, this won't work in anv as such
write-only surfaces require additional setup which is currently not
performed.
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
Acked-by: Dave Airlie <airlied at redhat.com>
Acked-by: Jason Ekstrand <jason.ekstrand at intel.com>
---
src/amd/vulkan/radv_device.c | 2 +-
src/intel/vulkan/anv_device.c | 2 +-
2 files changed, 2 insertions(+), 2 deletions(-)
diff --git a/src/amd/vulkan/radv_device.c b/src/amd/vulkan/radv_device.c
index dcbb015..e57a419 100644
--- a/src/amd/vulkan/radv_device.c
+++ b/src/amd/vulkan/radv_device.c
@@ -403,7 +403,7 @@ void radv_GetPhysicalDeviceFeatures(
.shaderStorageBufferArrayDynamicIndexing = true,
.shaderStorageImageArrayDynamicIndexing = true,
.shaderStorageImageReadWithoutFormat = false,
- .shaderStorageImageWriteWithoutFormat = true,
+ .shaderStorageImageWriteWithoutFormat = false,
.shaderClipDistance = true,
.shaderCullDistance = true,
.shaderFloat64 = false,
diff --git a/src/intel/vulkan/anv_device.c b/src/intel/vulkan/anv_device.c
index 7a7d832..062fab6 100644
--- a/src/intel/vulkan/anv_device.c
+++ b/src/intel/vulkan/anv_device.c
@@ -472,7 +472,7 @@ void anv_GetPhysicalDeviceFeatures(
.shaderStorageImageExtendedFormats = true,
.shaderStorageImageMultisample = false,
.shaderStorageImageReadWithoutFormat = false,
- .shaderStorageImageWriteWithoutFormat = true,
+ .shaderStorageImageWriteWithoutFormat = false,
.shaderUniformBufferArrayDynamicIndexing = true,
.shaderSampledImageArrayDynamicIndexing = true,
.shaderStorageBufferArrayDynamicIndexing = true,
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