[Mesa-dev] [PATCH] anv: clean up VkPhysicalDeviceFeatures list

Lionel Landwerlin lionel.g.landwerlin at intel.com
Mon Nov 28 10:51:31 UTC 2016


Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin at intel.com>

On 27/11/16 22:45, Ilia Mirkin wrote:
> Remove duplicate .alphaToOne, add missing .shaderResourceMinLod, and
> reorder a few entries to match their vulkan.h order. All the sparse
> features are still left out entirely.
>
> Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
> ---
>
> Wasn't 100% sure whether it was worth adding shaderResourceMinLod or not.
> I don't think it's supportable on Intel (or, in fact, any) hw. But then again,
> neither is depthBounds which also features in the list above.
>
>   src/intel/vulkan/anv_device.c | 6 +++---
>   1 file changed, 3 insertions(+), 3 deletions(-)
>
> diff --git a/src/intel/vulkan/anv_device.c b/src/intel/vulkan/anv_device.c
> index d20dc0f..860c7a2 100644
> --- a/src/intel/vulkan/anv_device.c
> +++ b/src/intel/vulkan/anv_device.c
> @@ -433,18 +433,18 @@ void anv_GetPhysicalDeviceFeatures(
>         .shaderImageGatherExtended                = true,
>         .shaderStorageImageExtendedFormats        = true,
>         .shaderStorageImageMultisample            = false,
> +      .shaderStorageImageReadWithoutFormat      = false,
> +      .shaderStorageImageWriteWithoutFormat     = true,
>         .shaderUniformBufferArrayDynamicIndexing  = true,
>         .shaderSampledImageArrayDynamicIndexing   = true,
>         .shaderStorageBufferArrayDynamicIndexing  = true,
>         .shaderStorageImageArrayDynamicIndexing   = true,
> -      .shaderStorageImageReadWithoutFormat      = false,
> -      .shaderStorageImageWriteWithoutFormat     = true,
>         .shaderClipDistance                       = true,
>         .shaderCullDistance                       = true,
>         .shaderFloat64                            = false,
>         .shaderInt64                              = false,
>         .shaderInt16                              = false,
> -      .alphaToOne                               = true,
> +      .shaderResourceMinLod                     = false,
>         .variableMultisampleRate                  = false,
>         .inheritedQueries                         = false,
>      };




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