radv: Add workaround to allow sparse binding on gfx queues.
For working around improper usage of sparse in DOOM Eternal. When fully explicit sync sparse binding is implemented, this path will remain implicit sync to also deal with the improper semaphore usage. radv_queue_submit_bind_sparse_memory will likely get a bool parameter to control explicit / implicit sync in that case. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26464>
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@@ -152,6 +152,7 @@ static const driOptionDescription radv_dri_options[] = {
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DRI_CONF_RADV_TEX_NON_UNIFORM(false)
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DRI_CONF_RADV_FLUSH_BEFORE_TIMESTAMP_WRITE(false)
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DRI_CONF_RADV_RT_WAVE64(false)
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DRI_CONF_RADV_LEGACY_SPARSE_BINDING(false)
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DRI_CONF_DUAL_COLOR_BLEND_BY_LOCATION(false)
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DRI_CONF_RADV_OVERRIDE_GRAPHICS_SHADER_VERSION(0)
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DRI_CONF_RADV_OVERRIDE_COMPUTE_SHADER_VERSION(0)
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@@ -215,6 +216,8 @@ radv_init_dri_options(struct radv_instance *instance)
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instance->dual_color_blend_by_location = driQueryOptionb(&instance->dri_options, "dual_color_blend_by_location");
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instance->legacy_sparse_binding = driQueryOptionb(&instance->dri_options, "radv_legacy_sparse_binding");
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instance->override_graphics_shader_version =
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driQueryOptioni(&instance->dri_options, "radv_override_graphics_shader_version");
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instance->override_compute_shader_version =
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