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authorAlex Smith <[email protected]>2017-02-14 10:34:49 +0000
committerJason Ekstrand <[email protected]>2017-02-14 08:16:52 -0800
commit924a8cbb408e7dd110d172093908f99926b7970d (patch)
tree5804a5c32f959de05fbaaeeccfda2cd96e4f9fee /src/intel/vulkan/anv_device.c
parent94d48b7f9f143ff333dff4eba8069ee26acbf4e0 (diff)
anv: Add support for shaderStorageImageWriteWithoutFormat
This allows shaders to write to storage images declared with unknown format if they are decorated with NonReadable ("writeonly" in GLSL). Previously an image view would always use a lowered format for its surface state, however when a shader declares a write-only image, we should use the real format. Since we don't know at view creation time whether it will be used with only write-only images in shaders, create two surface states using both the original format and the lowered format. When emitting the binding table, choose between the states based on whether the image is declared write-only in the shader. Tested on both Sascha Willems' computeshader sample (with the original shaders and ones modified to declare images writeonly and omit their format qualifiers) and on our own shaders for which we need support for this. Signed-off-by: Alex Smith <[email protected]> Reviewed-by: Lionel Landwerlin <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/intel/vulkan/anv_device.c')
-rw-r--r--src/intel/vulkan/anv_device.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/intel/vulkan/anv_device.c b/src/intel/vulkan/anv_device.c
index 91ee67f053d..46b83a3617e 100644
--- a/src/intel/vulkan/anv_device.c
+++ b/src/intel/vulkan/anv_device.c
@@ -484,7 +484,7 @@ void anv_GetPhysicalDeviceFeatures(
.shaderStorageImageExtendedFormats = true,
.shaderStorageImageMultisample = false,
.shaderStorageImageReadWithoutFormat = false,
- .shaderStorageImageWriteWithoutFormat = false,
+ .shaderStorageImageWriteWithoutFormat = true,
.shaderUniformBufferArrayDynamicIndexing = true,
.shaderSampledImageArrayDynamicIndexing = true,
.shaderStorageBufferArrayDynamicIndexing = true,