diff options
author | Jason Ekstrand <[email protected]> | 2019-02-27 16:08:20 -0600 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2019-04-19 19:56:42 +0000 |
commit | 6e230d7607f9b3e082d00859bd7725c4dc87e5cf (patch) | |
tree | b16be9b8611f6700676a6637c7544991d8e884e3 /src/intel/vulkan/anv_device.c | |
parent | d6c9bd6e01b4d593f362a3b5518a71acf2e83ca1 (diff) |
anv: Implement VK_EXT_descriptor_indexing
Now that everything is in place to do bindless for all resource types
except input attachments and UBOs, VK_EXT_descriptor_indexing is
"trivial".
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Diffstat (limited to 'src/intel/vulkan/anv_device.c')
-rw-r--r-- | src/intel/vulkan/anv_device.c | 71 |
1 files changed, 70 insertions, 1 deletions
diff --git a/src/intel/vulkan/anv_device.c b/src/intel/vulkan/anv_device.c index e7793f1170f..e7c0212f2e9 100644 --- a/src/intel/vulkan/anv_device.c +++ b/src/intel/vulkan/anv_device.c @@ -1031,11 +1031,37 @@ void anv_GetPhysicalDeviceFeatures2( break; } + case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_FEATURES_EXT: { + VkPhysicalDeviceDescriptorIndexingFeaturesEXT *features = + (VkPhysicalDeviceDescriptorIndexingFeaturesEXT *)ext; + features->shaderInputAttachmentArrayDynamicIndexing = false; + features->shaderUniformTexelBufferArrayDynamicIndexing = true; + features->shaderStorageTexelBufferArrayDynamicIndexing = true; + features->shaderUniformBufferArrayNonUniformIndexing = false; + features->shaderSampledImageArrayNonUniformIndexing = true; + features->shaderStorageBufferArrayNonUniformIndexing = true; + features->shaderStorageImageArrayNonUniformIndexing = true; + features->shaderInputAttachmentArrayNonUniformIndexing = false; + features->shaderUniformTexelBufferArrayNonUniformIndexing = true; + features->shaderStorageTexelBufferArrayNonUniformIndexing = true; + features->descriptorBindingUniformBufferUpdateAfterBind = false; + features->descriptorBindingSampledImageUpdateAfterBind = true; + features->descriptorBindingStorageImageUpdateAfterBind = true; + features->descriptorBindingStorageBufferUpdateAfterBind = true; + features->descriptorBindingUniformTexelBufferUpdateAfterBind = true; + features->descriptorBindingStorageTexelBufferUpdateAfterBind = true; + features->descriptorBindingUpdateUnusedWhilePending = true; + features->descriptorBindingPartiallyBound = true; + features->descriptorBindingVariableDescriptorCount = false; + features->runtimeDescriptorArray = true; + break; + } + case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_INLINE_UNIFORM_BLOCK_FEATURES_EXT: { VkPhysicalDeviceInlineUniformBlockFeaturesEXT *features = (VkPhysicalDeviceInlineUniformBlockFeaturesEXT *)ext; features->inlineUniformBlock = true; - features->descriptorBindingInlineUniformBlockUpdateAfterBind = false; + features->descriptorBindingInlineUniformBlockUpdateAfterBind = true; break; } @@ -1316,6 +1342,49 @@ void anv_GetPhysicalDeviceProperties2( break; } + case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_PROPERTIES_EXT: { + VkPhysicalDeviceDescriptorIndexingPropertiesEXT *props = + (VkPhysicalDeviceDescriptorIndexingPropertiesEXT *)ext; + + /* It's a bit hard to exactly map our implementation to the limits + * described here. The bindless surface handle in the extended + * message descriptors is 20 bits and it's an index into the table of + * RENDER_SURFACE_STATE structs that starts at bindless surface base + * address. Given that most things consume two surface states per + * view (general/sampled for textures and write-only/read-write for + * images), we claim 2^19 things. + * + * For SSBOs, we just use A64 messages so there is no real limit + * there beyond the limit on the total size of a descriptor set. + */ + const unsigned max_bindless_views = 1 << 19; + + props->maxUpdateAfterBindDescriptorsInAllPools = max_bindless_views; + props->shaderUniformBufferArrayNonUniformIndexingNative = false; + props->shaderSampledImageArrayNonUniformIndexingNative = false; + props->shaderStorageBufferArrayNonUniformIndexingNative = true; + props->shaderStorageImageArrayNonUniformIndexingNative = false; + props->shaderInputAttachmentArrayNonUniformIndexingNative = false; + props->robustBufferAccessUpdateAfterBind = true; + props->quadDivergentImplicitLod = false; + props->maxPerStageDescriptorUpdateAfterBindSamplers = max_bindless_views; + props->maxPerStageDescriptorUpdateAfterBindUniformBuffers = 0; + props->maxPerStageDescriptorUpdateAfterBindStorageBuffers = UINT32_MAX; + props->maxPerStageDescriptorUpdateAfterBindSampledImages = max_bindless_views; + props->maxPerStageDescriptorUpdateAfterBindStorageImages = max_bindless_views; + props->maxPerStageDescriptorUpdateAfterBindInputAttachments = 0; + props->maxPerStageUpdateAfterBindResources = UINT32_MAX; + props->maxDescriptorSetUpdateAfterBindSamplers = max_bindless_views; + props->maxDescriptorSetUpdateAfterBindUniformBuffers = 0; + props->maxDescriptorSetUpdateAfterBindUniformBuffersDynamic = 0; + props->maxDescriptorSetUpdateAfterBindStorageBuffers = UINT32_MAX; + props->maxDescriptorSetUpdateAfterBindStorageBuffersDynamic = MAX_DYNAMIC_BUFFERS / 2; + props->maxDescriptorSetUpdateAfterBindSampledImages = max_bindless_views; + props->maxDescriptorSetUpdateAfterBindStorageImages = max_bindless_views; + props->maxDescriptorSetUpdateAfterBindInputAttachments = 0; + break; + } + case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DRIVER_PROPERTIES_KHR: { VkPhysicalDeviceDriverPropertiesKHR *driver_props = (VkPhysicalDeviceDriverPropertiesKHR *) ext; |