anv: expose VK_EXT_pipeline_protected_access

Intel's protection mechanism is descriptor based. There is nothing
going on in the shaders.

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31339>
This commit is contained in:
Lionel Landwerlin
2024-09-24 11:17:02 +03:00
committed by Marge Bot
parent 61c7c8266d
commit 0b5408f9fc

View File

@@ -244,6 +244,7 @@ get_device_extensions(const struct anv_physical_device *device,
.EXT_pipeline_creation_cache_control = true,
.EXT_pipeline_creation_feedback = true,
.EXT_pipeline_library_group_handles = rt_enabled,
.EXT_pipeline_protected_access = device->has_protected_contexts,
.EXT_pipeline_robustness = true,
.EXT_post_depth_coverage = true,
.EXT_primitives_generated_query = true,
@@ -813,6 +814,9 @@ get_features(const struct anv_physical_device *pdevice,
/* VK_KHR_dynamic_rendering_local_read */
.dynamicRenderingLocalRead = true,
/* VK_EXT_pipeline_protected_access */
.pipelineProtectedAccess = true,
};
/* The new DOOM and Wolfenstein games require depthBounds without