anv: use vk_get_physical_device_features

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21754>
This commit is contained in:
Constantine Shablya
2023-03-09 09:18:12 +02:00
committed by Marge Bot
parent ded810ded5
commit d53aba56db

View File

@@ -1169,18 +1169,27 @@ void anv_DestroyInstance(
vk_free(&instance->vk.alloc, instance);
}
void anv_GetPhysicalDeviceFeatures(
void anv_GetPhysicalDeviceFeatures2(
VkPhysicalDevice physicalDevice,
VkPhysicalDeviceFeatures* pFeatures)
VkPhysicalDeviceFeatures2* pFeatures)
{
ANV_FROM_HANDLE(anv_physical_device, pdevice, physicalDevice);
struct vk_app_info *app_info = &pdevice->instance->vk.app_info;
/* Just pick one; they're all the same */
const bool has_astc_ldr =
isl_format_supports_sampling(&pdevice->info,
ISL_FORMAT_ASTC_LDR_2D_4X4_FLT16);
*pFeatures = (VkPhysicalDeviceFeatures) {
const bool rt_enabled = ANV_SUPPORT_RT && pdevice->info.has_ray_tracing;
const bool mesh_shader =
pdevice->vk.supported_extensions.EXT_mesh_shader ||
pdevice->vk.supported_extensions.NV_mesh_shader;
struct vk_features features = {
/* Vulkan 1.0 */
.robustBufferAccess = true,
.fullDrawIndexUint32 = true,
.imageCubeArray = true,
@@ -1206,6 +1215,10 @@ void anv_GetPhysicalDeviceFeatures(
.textureCompressionBC = true,
.occlusionQueryPrecise = true,
.pipelineStatisticsQuery = true,
/* We can't do image stores in vec4 shaders */
.vertexPipelineStoresAndAtomics =
pdevice->compiler->scalar_stage[MESA_SHADER_VERTEX] &&
pdevice->compiler->scalar_stage[MESA_SHADER_GEOMETRY],
.fragmentStoresAndAtomics = true,
.shaderTessellationAndGeometryPointSize = true,
.shaderImageGatherExtended = true,
@@ -1225,302 +1238,160 @@ void anv_GetPhysicalDeviceFeatures(
.shaderResourceMinLod = true,
.variableMultisampleRate = true,
.inheritedQueries = true,
};
/* We can't do image stores in vec4 shaders */
pFeatures->vertexPipelineStoresAndAtomics =
pdevice->compiler->scalar_stage[MESA_SHADER_VERTEX] &&
pdevice->compiler->scalar_stage[MESA_SHADER_GEOMETRY];
/* Vulkan 1.1 */
.storageBuffer16BitAccess = !pdevice->instance->no_16bit,
.uniformAndStorageBuffer16BitAccess = !pdevice->instance->no_16bit,
.storagePushConstant16 = true,
.storageInputOutput16 = false,
.multiview = true,
.multiviewGeometryShader = true,
.multiviewTessellationShader = true,
.variablePointersStorageBuffer = true,
.variablePointers = true,
.protectedMemory = false,
.samplerYcbcrConversion = true,
.shaderDrawParameters = true,
struct vk_app_info *app_info = &pdevice->instance->vk.app_info;
/* Vulkan 1.2 */
.samplerMirrorClampToEdge = true,
.drawIndirectCount = true,
.storageBuffer8BitAccess = true,
.uniformAndStorageBuffer8BitAccess = true,
.storagePushConstant8 = true,
.shaderBufferInt64Atomics = true,
.shaderSharedInt64Atomics = false,
.shaderFloat16 = !pdevice->instance->no_16bit,
.shaderInt8 = !pdevice->instance->no_16bit,
/* The new DOOM and Wolfenstein games require depthBounds without
* checking for it. They seem to run fine without it so just claim it's
* there and accept the consequences.
*/
if (app_info->engine_name && strcmp(app_info->engine_name, "idTech") == 0)
pFeatures->depthBounds = true;
}
.descriptorIndexing = true,
.shaderInputAttachmentArrayDynamicIndexing = false,
.shaderUniformTexelBufferArrayDynamicIndexing = true,
.shaderStorageTexelBufferArrayDynamicIndexing = true,
.shaderUniformBufferArrayNonUniformIndexing = false,
.shaderSampledImageArrayNonUniformIndexing = true,
.shaderStorageBufferArrayNonUniformIndexing = true,
.shaderStorageImageArrayNonUniformIndexing = true,
.shaderInputAttachmentArrayNonUniformIndexing = false,
.shaderUniformTexelBufferArrayNonUniformIndexing = true,
.shaderStorageTexelBufferArrayNonUniformIndexing = true,
.descriptorBindingUniformBufferUpdateAfterBind = true,
.descriptorBindingSampledImageUpdateAfterBind = true,
.descriptorBindingStorageImageUpdateAfterBind = true,
.descriptorBindingStorageBufferUpdateAfterBind = true,
.descriptorBindingUniformTexelBufferUpdateAfterBind = true,
.descriptorBindingStorageTexelBufferUpdateAfterBind = true,
.descriptorBindingUpdateUnusedWhilePending = true,
.descriptorBindingPartiallyBound = true,
.descriptorBindingVariableDescriptorCount = true,
.runtimeDescriptorArray = true,
static void
anv_get_physical_device_features_1_1(struct anv_physical_device *pdevice,
VkPhysicalDeviceVulkan11Features *f)
{
assert(f->sType == VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_FEATURES);
.samplerFilterMinmax = true,
.scalarBlockLayout = true,
.imagelessFramebuffer = true,
.uniformBufferStandardLayout = true,
.shaderSubgroupExtendedTypes = true,
.separateDepthStencilLayouts = true,
.hostQueryReset = true,
.timelineSemaphore = true,
.bufferDeviceAddress = true,
.bufferDeviceAddressCaptureReplay = true,
.bufferDeviceAddressMultiDevice = false,
.vulkanMemoryModel = true,
.vulkanMemoryModelDeviceScope = true,
.vulkanMemoryModelAvailabilityVisibilityChains = true,
.shaderOutputViewportIndex = true,
.shaderOutputLayer = true,
.subgroupBroadcastDynamicId = true,
f->storageBuffer16BitAccess = !pdevice->instance->no_16bit;
f->uniformAndStorageBuffer16BitAccess = !pdevice->instance->no_16bit;
f->storagePushConstant16 = true;
f->storageInputOutput16 = false;
f->multiview = true;
f->multiviewGeometryShader = true;
f->multiviewTessellationShader = true;
f->variablePointersStorageBuffer = true;
f->variablePointers = true;
f->protectedMemory = false;
f->samplerYcbcrConversion = true;
f->shaderDrawParameters = true;
}
/* Vulkan 1.3 */
.robustImageAccess = true,
.inlineUniformBlock = true,
.descriptorBindingInlineUniformBlockUpdateAfterBind = true,
.pipelineCreationCacheControl = true,
.privateData = true,
.shaderDemoteToHelperInvocation = true,
.shaderTerminateInvocation = true,
.subgroupSizeControl = true,
.computeFullSubgroups = true,
.synchronization2 = true,
.textureCompressionASTC_HDR = false,
.shaderZeroInitializeWorkgroupMemory = true,
.dynamicRendering = true,
.shaderIntegerDotProduct = true,
.maintenance4 = true,
static void
anv_get_physical_device_features_1_2(struct anv_physical_device *pdevice,
VkPhysicalDeviceVulkan12Features *f)
{
assert(f->sType == VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_FEATURES);
/* VK_EXT_4444_formats */
.formatA4R4G4B4 = true,
.formatA4B4G4R4 = false,
f->samplerMirrorClampToEdge = true;
f->drawIndirectCount = true;
f->storageBuffer8BitAccess = true;
f->uniformAndStorageBuffer8BitAccess = true;
f->storagePushConstant8 = true;
f->shaderBufferInt64Atomics = true;
f->shaderSharedInt64Atomics = false;
f->shaderFloat16 = !pdevice->instance->no_16bit;
f->shaderInt8 = !pdevice->instance->no_16bit;
/* VK_KHR_acceleration_structure */
.accelerationStructure = rt_enabled,
.accelerationStructureCaptureReplay = false, /* TODO */
.accelerationStructureIndirectBuild = false, /* TODO */
.accelerationStructureHostCommands = false,
.descriptorBindingAccelerationStructureUpdateAfterBind = rt_enabled,
f->descriptorIndexing = true;
f->shaderInputAttachmentArrayDynamicIndexing = false;
f->shaderUniformTexelBufferArrayDynamicIndexing = true;
f->shaderStorageTexelBufferArrayDynamicIndexing = true;
f->shaderUniformBufferArrayNonUniformIndexing = false;
f->shaderSampledImageArrayNonUniformIndexing = true;
f->shaderStorageBufferArrayNonUniformIndexing = true;
f->shaderStorageImageArrayNonUniformIndexing = true;
f->shaderInputAttachmentArrayNonUniformIndexing = false;
f->shaderUniformTexelBufferArrayNonUniformIndexing = true;
f->shaderStorageTexelBufferArrayNonUniformIndexing = true;
f->descriptorBindingUniformBufferUpdateAfterBind = true;
f->descriptorBindingSampledImageUpdateAfterBind = true;
f->descriptorBindingStorageImageUpdateAfterBind = true;
f->descriptorBindingStorageBufferUpdateAfterBind = true;
f->descriptorBindingUniformTexelBufferUpdateAfterBind = true;
f->descriptorBindingStorageTexelBufferUpdateAfterBind = true;
f->descriptorBindingUpdateUnusedWhilePending = true;
f->descriptorBindingPartiallyBound = true;
f->descriptorBindingVariableDescriptorCount = true;
f->runtimeDescriptorArray = true;
/* VK_EXT_border_color_swizzle */
.borderColorSwizzle = true,
.borderColorSwizzleFromImage = true,
f->samplerFilterMinmax = true;
f->scalarBlockLayout = true;
f->imagelessFramebuffer = true;
f->uniformBufferStandardLayout = true;
f->shaderSubgroupExtendedTypes = true;
f->separateDepthStencilLayouts = true;
f->hostQueryReset = true;
f->timelineSemaphore = true;
f->bufferDeviceAddress = true;
f->bufferDeviceAddressCaptureReplay = true;
f->bufferDeviceAddressMultiDevice = false;
f->vulkanMemoryModel = true;
f->vulkanMemoryModelDeviceScope = true;
f->vulkanMemoryModelAvailabilityVisibilityChains = true;
f->shaderOutputViewportIndex = true;
f->shaderOutputLayer = true;
f->subgroupBroadcastDynamicId = true;
}
/* VK_EXT_color_write_enable */
.colorWriteEnable = true,
static void
anv_get_physical_device_features_1_3(struct anv_physical_device *pdevice,
VkPhysicalDeviceVulkan13Features *f)
{
assert(f->sType == VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_3_FEATURES);
/* VK_EXT_image_2d_view_of_3d */
.image2DViewOf3D = true,
.sampler2DViewOf3D = true,
f->robustImageAccess = true;
f->inlineUniformBlock = true;
f->descriptorBindingInlineUniformBlockUpdateAfterBind = true;
f->pipelineCreationCacheControl = true;
f->privateData = true;
f->shaderDemoteToHelperInvocation = true;
f->shaderTerminateInvocation = true;
f->subgroupSizeControl = true;
f->computeFullSubgroups = true;
f->synchronization2 = true;
f->textureCompressionASTC_HDR = false;
f->shaderZeroInitializeWorkgroupMemory = true;
f->dynamicRendering = true;
f->shaderIntegerDotProduct = true;
f->maintenance4 = true;
}
/* VK_EXT_image_sliced_view_of_3d */
.imageSlicedViewOf3D = true,
void anv_GetPhysicalDeviceFeatures2(
VkPhysicalDevice physicalDevice,
VkPhysicalDeviceFeatures2* pFeatures)
{
ANV_FROM_HANDLE(anv_physical_device, pdevice, physicalDevice);
anv_GetPhysicalDeviceFeatures(physicalDevice, &pFeatures->features);
/* VK_NV_compute_shader_derivatives */
.computeDerivativeGroupQuads = true,
.computeDerivativeGroupLinear = true,
VkPhysicalDeviceVulkan11Features core_1_1 = {
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_FEATURES,
};
anv_get_physical_device_features_1_1(pdevice, &core_1_1);
/* VK_EXT_conditional_rendering */
.conditionalRendering = true,
.inheritedConditionalRendering = true,
VkPhysicalDeviceVulkan12Features core_1_2 = {
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_FEATURES,
};
anv_get_physical_device_features_1_2(pdevice, &core_1_2);
/* VK_EXT_custom_border_color */
.customBorderColors = true,
.customBorderColorWithoutFormat = true,
VkPhysicalDeviceVulkan13Features core_1_3 = {
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_3_FEATURES,
};
anv_get_physical_device_features_1_3(pdevice, &core_1_3);
/* VK_EXT_depth_clamp_zero_one */
.depthClampZeroOne = true,
const bool rt_enabled = ANV_SUPPORT_RT && pdevice->info.has_ray_tracing;
/* VK_EXT_depth_clip_enable */
.depthClipEnable = true,
vk_foreach_struct(ext, pFeatures->pNext) {
if (vk_get_physical_device_core_1_1_feature_ext(ext, &core_1_1))
continue;
if (vk_get_physical_device_core_1_2_feature_ext(ext, &core_1_2))
continue;
if (vk_get_physical_device_core_1_3_feature_ext(ext, &core_1_3))
continue;
/* VK_EXT_fragment_shader_interlock */
.fragmentShaderSampleInterlock = true,
.fragmentShaderPixelInterlock = true,
.fragmentShaderShadingRateInterlock = false,
switch (ext->sType) {
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_4444_FORMATS_FEATURES_EXT: {
VkPhysicalDevice4444FormatsFeaturesEXT *features =
(VkPhysicalDevice4444FormatsFeaturesEXT *)ext;
features->formatA4R4G4B4 = true;
features->formatA4B4G4R4 = false;
break;
}
/* VK_EXT_global_priority_query */
.globalPriorityQuery = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR: {
VkPhysicalDeviceAccelerationStructureFeaturesKHR *features = (void *)ext;
features->accelerationStructure = rt_enabled;
features->accelerationStructureCaptureReplay = false; /* TODO */
features->accelerationStructureIndirectBuild = false; /* TODO */
features->accelerationStructureHostCommands = false;
features->descriptorBindingAccelerationStructureUpdateAfterBind =
rt_enabled;
break;
}
/* VK_KHR_fragment_shading_rate */
.pipelineFragmentShadingRate = true,
.primitiveFragmentShadingRate =
pdevice->info.has_coarse_pixel_primitive_and_cb,
.attachmentFragmentShadingRate =
pdevice->info.has_coarse_pixel_primitive_and_cb,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BUFFER_DEVICE_ADDRESS_FEATURES_EXT: {
VkPhysicalDeviceBufferDeviceAddressFeaturesEXT *features = (void *)ext;
features->bufferDeviceAddress = true;
features->bufferDeviceAddressCaptureReplay = false;
features->bufferDeviceAddressMultiDevice = false;
break;
}
/* VK_EXT_image_view_min_lod */
.minLod = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BORDER_COLOR_SWIZZLE_FEATURES_EXT: {
VkPhysicalDeviceBorderColorSwizzleFeaturesEXT *features =
(VkPhysicalDeviceBorderColorSwizzleFeaturesEXT *)ext;
features->borderColorSwizzle = true;
features->borderColorSwizzleFromImage = true;
break;
}
/* VK_EXT_index_type_uint8 */
.indexTypeUint8 = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_COLOR_WRITE_ENABLE_FEATURES_EXT: {
VkPhysicalDeviceColorWriteEnableFeaturesEXT *features =
(VkPhysicalDeviceColorWriteEnableFeaturesEXT *)ext;
features->colorWriteEnable = true;
break;
}
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGE_2D_VIEW_OF_3D_FEATURES_EXT: {
VkPhysicalDeviceImage2DViewOf3DFeaturesEXT *features =
(VkPhysicalDeviceImage2DViewOf3DFeaturesEXT *)ext;
features->image2DViewOf3D = true;
features->sampler2DViewOf3D = true;
break;
}
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGE_SLICED_VIEW_OF_3D_FEATURES_EXT: {
VkPhysicalDeviceImageSlicedViewOf3DFeaturesEXT *features =
(VkPhysicalDeviceImageSlicedViewOf3DFeaturesEXT *)ext;
features->imageSlicedViewOf3D = true;
break;
}
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_COMPUTE_SHADER_DERIVATIVES_FEATURES_NV: {
VkPhysicalDeviceComputeShaderDerivativesFeaturesNV *features =
(VkPhysicalDeviceComputeShaderDerivativesFeaturesNV *)ext;
features->computeDerivativeGroupQuads = true;
features->computeDerivativeGroupLinear = true;
break;
}
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_CONDITIONAL_RENDERING_FEATURES_EXT: {
VkPhysicalDeviceConditionalRenderingFeaturesEXT *features =
(VkPhysicalDeviceConditionalRenderingFeaturesEXT*)ext;
features->conditionalRendering = true;
features->inheritedConditionalRendering = true;
break;
}
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_CUSTOM_BORDER_COLOR_FEATURES_EXT: {
VkPhysicalDeviceCustomBorderColorFeaturesEXT *features =
(VkPhysicalDeviceCustomBorderColorFeaturesEXT *)ext;
features->customBorderColors = true;
features->customBorderColorWithoutFormat = true;
break;
}
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DEPTH_CLAMP_ZERO_ONE_FEATURES_EXT: {
VkPhysicalDeviceDepthClampZeroOneFeaturesEXT *features =
(VkPhysicalDeviceDepthClampZeroOneFeaturesEXT *)ext;
features->depthClampZeroOne = true;
break;
}
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DEPTH_CLIP_ENABLE_FEATURES_EXT: {
VkPhysicalDeviceDepthClipEnableFeaturesEXT *features =
(VkPhysicalDeviceDepthClipEnableFeaturesEXT *)ext;
features->depthClipEnable = true;
break;
}
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADER_INTERLOCK_FEATURES_EXT: {
VkPhysicalDeviceFragmentShaderInterlockFeaturesEXT *features =
(VkPhysicalDeviceFragmentShaderInterlockFeaturesEXT *)ext;
features->fragmentShaderSampleInterlock = true;
features->fragmentShaderPixelInterlock = true;
features->fragmentShaderShadingRateInterlock = false;
break;
}
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_GLOBAL_PRIORITY_QUERY_FEATURES_KHR: {
VkPhysicalDeviceGlobalPriorityQueryFeaturesKHR *features =
(VkPhysicalDeviceGlobalPriorityQueryFeaturesKHR *)ext;
features->globalPriorityQuery = true;
break;
}
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_FEATURES_KHR: {
VkPhysicalDeviceFragmentShadingRateFeaturesKHR *features =
(VkPhysicalDeviceFragmentShadingRateFeaturesKHR *)ext;
features->attachmentFragmentShadingRate = false;
features->pipelineFragmentShadingRate = true;
features->primitiveFragmentShadingRate =
pdevice->info.has_coarse_pixel_primitive_and_cb;
features->attachmentFragmentShadingRate =
pdevice->info.has_coarse_pixel_primitive_and_cb;
break;
}
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGE_VIEW_MIN_LOD_FEATURES_EXT: {
VkPhysicalDeviceImageViewMinLodFeaturesEXT *features =
(VkPhysicalDeviceImageViewMinLodFeaturesEXT *)ext;
features->minLod = true;
break;
}
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_INDEX_TYPE_UINT8_FEATURES_EXT: {
VkPhysicalDeviceIndexTypeUint8FeaturesEXT *features =
(VkPhysicalDeviceIndexTypeUint8FeaturesEXT *)ext;
features->indexTypeUint8 = true;
break;
}
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_LINE_RASTERIZATION_FEATURES_EXT: {
VkPhysicalDeviceLineRasterizationFeaturesEXT *features =
(VkPhysicalDeviceLineRasterizationFeaturesEXT *)ext;
/* VK_EXT_line_rasterization */
/* Rectangular lines must use the strict algorithm, which is not
* supported for wide lines prior to ICL. See rasterization_mode for
* details and how the HW states are programmed.
*/
features->rectangularLines = pdevice->info.ver >= 10;
features->bresenhamLines = true;
.rectangularLines = pdevice->info.ver >= 10,
.bresenhamLines = true,
/* Support for Smooth lines with MSAA was removed on gfx11. From the
* BSpec section "Multisample ModesState" table for "AA Line Support
* Requirements":
@@ -1529,325 +1400,200 @@ void anv_GetPhysicalDeviceFeatures2(
*
* Fortunately, this isn't a case most people care about.
*/
features->smoothLines = pdevice->info.ver < 10;
features->stippledRectangularLines = false;
features->stippledBresenhamLines = true;
features->stippledSmoothLines = false;
break;
}
.smoothLines = pdevice->info.ver < 10,
.stippledRectangularLines = false,
.stippledBresenhamLines = true,
.stippledSmoothLines = false,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_NV: {
VkPhysicalDeviceMeshShaderFeaturesNV *features =
(VkPhysicalDeviceMeshShaderFeaturesNV *)ext;
features->taskShader = pdevice->vk.supported_extensions.NV_mesh_shader;
features->meshShader = pdevice->vk.supported_extensions.NV_mesh_shader;
break;
}
/* VK_NV_mesh_shader */
.taskShaderNV = mesh_shader,
.meshShaderNV = mesh_shader,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_EXT: {
VkPhysicalDeviceMeshShaderFeaturesEXT *features =
(VkPhysicalDeviceMeshShaderFeaturesEXT *)ext;
features->meshShader = pdevice->vk.supported_extensions.EXT_mesh_shader;
features->taskShader = pdevice->vk.supported_extensions.EXT_mesh_shader;
features->multiviewMeshShader = false;
features->primitiveFragmentShadingRateMeshShader = features->meshShader;
features->meshShaderQueries = false;
break;
}
/* VK_EXT_mesh_shader */
.taskShader = mesh_shader,
.meshShader = mesh_shader,
.multiviewMeshShader = false,
.primitiveFragmentShadingRateMeshShader = mesh_shader,
.meshShaderQueries = false,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MUTABLE_DESCRIPTOR_TYPE_FEATURES_EXT: {
VkPhysicalDeviceMutableDescriptorTypeFeaturesEXT *features =
(VkPhysicalDeviceMutableDescriptorTypeFeaturesEXT *)ext;
features->mutableDescriptorType = true;
break;
}
/* VK_EXT_mutable_descriptor_type */
.mutableDescriptorType = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PERFORMANCE_QUERY_FEATURES_KHR: {
VkPhysicalDevicePerformanceQueryFeaturesKHR *feature =
(VkPhysicalDevicePerformanceQueryFeaturesKHR *)ext;
feature->performanceCounterQueryPools = true;
/* VK_KHR_performance_query */
.performanceCounterQueryPools = true,
/* HW only supports a single configuration at a time. */
feature->performanceCounterMultipleQueryPools = false;
break;
}
.performanceCounterMultipleQueryPools = false,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PIPELINE_EXECUTABLE_PROPERTIES_FEATURES_KHR: {
VkPhysicalDevicePipelineExecutablePropertiesFeaturesKHR *features =
(VkPhysicalDevicePipelineExecutablePropertiesFeaturesKHR *)ext;
features->pipelineExecutableInfo = true;
break;
}
/* VK_KHR_pipeline_executable_properties */
.pipelineExecutableInfo = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PRIMITIVES_GENERATED_QUERY_FEATURES_EXT: {
VkPhysicalDevicePrimitivesGeneratedQueryFeaturesEXT *features =
(VkPhysicalDevicePrimitivesGeneratedQueryFeaturesEXT *)ext;
features->primitivesGeneratedQuery = true;
features->primitivesGeneratedQueryWithRasterizerDiscard = false;
features->primitivesGeneratedQueryWithNonZeroStreams = false;
break;
}
/* VK_EXT_primitives_generated_query */
.primitivesGeneratedQuery = true,
.primitivesGeneratedQueryWithRasterizerDiscard = false,
.primitivesGeneratedQueryWithNonZeroStreams = false,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PIPELINE_LIBRARY_GROUP_HANDLES_FEATURES_EXT: {
VkPhysicalDevicePipelineLibraryGroupHandlesFeaturesEXT *features =
(VkPhysicalDevicePipelineLibraryGroupHandlesFeaturesEXT *)ext;
features->pipelineLibraryGroupHandles = true;
break;
}
/* VK_EXT_pipeline_library_group_handles */
.pipelineLibraryGroupHandles = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROVOKING_VERTEX_FEATURES_EXT: {
VkPhysicalDeviceProvokingVertexFeaturesEXT *features =
(VkPhysicalDeviceProvokingVertexFeaturesEXT *)ext;
features->provokingVertexLast = true;
features->transformFeedbackPreservesProvokingVertex = true;
break;
}
/* VK_EXT_provoking_vertex */
.provokingVertexLast = true,
.transformFeedbackPreservesProvokingVertex = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_QUERY_FEATURES_KHR: {
VkPhysicalDeviceRayQueryFeaturesKHR *features = (void *)ext;
features->rayQuery = rt_enabled;
break;
}
/* VK_KHR_ray_query */
.rayQuery = rt_enabled,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_MAINTENANCE_1_FEATURES_KHR: {
VkPhysicalDeviceRayTracingMaintenance1FeaturesKHR *features = (void *)ext;
features->rayTracingMaintenance1 = rt_enabled;
features->rayTracingPipelineTraceRaysIndirect2 = rt_enabled;
break;
}
/* VK_KHR_ray_tracing_maintenance1 */
.rayTracingMaintenance1 = rt_enabled,
.rayTracingPipelineTraceRaysIndirect2 = rt_enabled,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR: {
VkPhysicalDeviceRayTracingPipelineFeaturesKHR *features = (void *)ext;
features->rayTracingPipeline = rt_enabled;
features->rayTracingPipelineShaderGroupHandleCaptureReplay = false;
features->rayTracingPipelineShaderGroupHandleCaptureReplayMixed = false;
features->rayTracingPipelineTraceRaysIndirect = rt_enabled;
features->rayTraversalPrimitiveCulling = rt_enabled;
break;
}
/* VK_KHR_ray_tracing_pipeline */
.rayTracingPipeline = rt_enabled,
.rayTracingPipelineShaderGroupHandleCaptureReplay = false,
.rayTracingPipelineShaderGroupHandleCaptureReplayMixed = false,
.rayTracingPipelineTraceRaysIndirect = rt_enabled,
.rayTraversalPrimitiveCulling = rt_enabled,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ROBUSTNESS_2_FEATURES_EXT: {
VkPhysicalDeviceRobustness2FeaturesEXT *features = (void *)ext;
features->robustBufferAccess2 = true;
features->robustImageAccess2 = true;
features->nullDescriptor = true;
break;
}
/* VK_EXT_robustness2 */
.robustBufferAccess2 = true,
.robustImageAccess2 = true,
.nullDescriptor = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_ATOMIC_FLOAT_FEATURES_EXT: {
VkPhysicalDeviceShaderAtomicFloatFeaturesEXT *features = (void *)ext;
features->shaderBufferFloat32Atomics = true;
features->shaderBufferFloat32AtomicAdd = pdevice->info.has_lsc;
features->shaderBufferFloat64Atomics =
pdevice->info.has_64bit_float && pdevice->info.has_lsc;
features->shaderBufferFloat64AtomicAdd = false;
features->shaderSharedFloat32Atomics = true;
features->shaderSharedFloat32AtomicAdd = false;
features->shaderSharedFloat64Atomics = false;
features->shaderSharedFloat64AtomicAdd = false;
features->shaderImageFloat32Atomics = true;
features->shaderImageFloat32AtomicAdd = false;
features->sparseImageFloat32Atomics = false;
features->sparseImageFloat32AtomicAdd = false;
break;
}
/* VK_EXT_shader_atomic_float */
.shaderBufferFloat32Atomics = true,
.shaderBufferFloat32AtomicAdd = pdevice->info.has_lsc,
.shaderBufferFloat64Atomics =
pdevice->info.has_64bit_float && pdevice->info.has_lsc,
.shaderBufferFloat64AtomicAdd = false,
.shaderSharedFloat32Atomics = true,
.shaderSharedFloat32AtomicAdd = false,
.shaderSharedFloat64Atomics = false,
.shaderSharedFloat64AtomicAdd = false,
.shaderImageFloat32Atomics = true,
.shaderImageFloat32AtomicAdd = false,
.sparseImageFloat32Atomics = false,
.sparseImageFloat32AtomicAdd = false,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_ATOMIC_FLOAT_2_FEATURES_EXT: {
VkPhysicalDeviceShaderAtomicFloat2FeaturesEXT *features = (void *)ext;
features->shaderBufferFloat16Atomics = pdevice->info.has_lsc;
features->shaderBufferFloat16AtomicAdd = false;
features->shaderBufferFloat16AtomicMinMax = pdevice->info.has_lsc;
features->shaderBufferFloat32AtomicMinMax = true;
features->shaderBufferFloat64AtomicMinMax =
pdevice->info.has_64bit_float && pdevice->info.has_lsc;
features->shaderSharedFloat16Atomics = pdevice->info.has_lsc;
features->shaderSharedFloat16AtomicAdd = false;
features->shaderSharedFloat16AtomicMinMax = pdevice->info.has_lsc;
features->shaderSharedFloat32AtomicMinMax = true;
features->shaderSharedFloat64AtomicMinMax = false;
features->shaderImageFloat32AtomicMinMax = false;
features->sparseImageFloat32AtomicMinMax = false;
break;
}
/* VK_EXT_shader_atomic_float2 */
.shaderBufferFloat16Atomics = pdevice->info.has_lsc,
.shaderBufferFloat16AtomicAdd = false,
.shaderBufferFloat16AtomicMinMax = pdevice->info.has_lsc,
.shaderBufferFloat32AtomicMinMax = true,
.shaderBufferFloat64AtomicMinMax =
pdevice->info.has_64bit_float && pdevice->info.has_lsc,
.shaderSharedFloat16Atomics = pdevice->info.has_lsc,
.shaderSharedFloat16AtomicAdd = false,
.shaderSharedFloat16AtomicMinMax = pdevice->info.has_lsc,
.shaderSharedFloat32AtomicMinMax = true,
.shaderSharedFloat64AtomicMinMax = false,
.shaderImageFloat32AtomicMinMax = false,
.sparseImageFloat32AtomicMinMax = false,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_CLOCK_FEATURES_KHR: {
VkPhysicalDeviceShaderClockFeaturesKHR *features =
(VkPhysicalDeviceShaderClockFeaturesKHR *)ext;
features->shaderSubgroupClock = true;
features->shaderDeviceClock = false;
break;
}
/* VK_KHR_shader_clock */
.shaderSubgroupClock = true,
.shaderDeviceClock = false,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_INTEGER_FUNCTIONS_2_FEATURES_INTEL: {
VkPhysicalDeviceShaderIntegerFunctions2FeaturesINTEL *features =
(VkPhysicalDeviceShaderIntegerFunctions2FeaturesINTEL *)ext;
features->shaderIntegerFunctions2 = true;
break;
}
/* VK_INTEL_shader_integer_functions2 */
.shaderIntegerFunctions2 = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_MODULE_IDENTIFIER_FEATURES_EXT: {
VkPhysicalDeviceShaderModuleIdentifierFeaturesEXT *features =
(VkPhysicalDeviceShaderModuleIdentifierFeaturesEXT *)ext;
features->shaderModuleIdentifier = true;
break;
}
/* VK_EXT_shader_module_identifier */
.shaderModuleIdentifier = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_SUBGROUP_UNIFORM_CONTROL_FLOW_FEATURES_KHR: {
VkPhysicalDeviceShaderSubgroupUniformControlFlowFeaturesKHR *features =
(VkPhysicalDeviceShaderSubgroupUniformControlFlowFeaturesKHR *)ext;
features->shaderSubgroupUniformControlFlow = true;
break;
}
/* VK_KHR_shader_subgroup_uniform_control_flow */
.shaderSubgroupUniformControlFlow = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TEXEL_BUFFER_ALIGNMENT_FEATURES_EXT: {
VkPhysicalDeviceTexelBufferAlignmentFeaturesEXT *features =
(VkPhysicalDeviceTexelBufferAlignmentFeaturesEXT *)ext;
features->texelBufferAlignment = true;
break;
}
/* VK_EXT_texel_buffer_alignment */
.texelBufferAlignment = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TRANSFORM_FEEDBACK_FEATURES_EXT: {
VkPhysicalDeviceTransformFeedbackFeaturesEXT *features =
(VkPhysicalDeviceTransformFeedbackFeaturesEXT *)ext;
features->transformFeedback = true;
features->geometryStreams = true;
break;
}
/* VK_EXT_transform_feedback */
.transformFeedback = true,
.geometryStreams = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VERTEX_ATTRIBUTE_DIVISOR_FEATURES_EXT: {
VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT *features =
(VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT *)ext;
features->vertexAttributeInstanceRateDivisor = true;
features->vertexAttributeInstanceRateZeroDivisor = true;
break;
}
/* VK_EXT_vertex_attribute_divisor */
.vertexAttributeInstanceRateDivisor = true,
.vertexAttributeInstanceRateZeroDivisor = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_WORKGROUP_MEMORY_EXPLICIT_LAYOUT_FEATURES_KHR: {
VkPhysicalDeviceWorkgroupMemoryExplicitLayoutFeaturesKHR *features =
(VkPhysicalDeviceWorkgroupMemoryExplicitLayoutFeaturesKHR *)ext;
features->workgroupMemoryExplicitLayout = true;
features->workgroupMemoryExplicitLayoutScalarBlockLayout = true;
features->workgroupMemoryExplicitLayout8BitAccess = true;
features->workgroupMemoryExplicitLayout16BitAccess = true;
break;
}
/* VK_KHR_workgroup_memory_explicit_layout */
.workgroupMemoryExplicitLayout = true,
.workgroupMemoryExplicitLayoutScalarBlockLayout = true,
.workgroupMemoryExplicitLayout8BitAccess = true,
.workgroupMemoryExplicitLayout16BitAccess = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_YCBCR_IMAGE_ARRAYS_FEATURES_EXT: {
VkPhysicalDeviceYcbcrImageArraysFeaturesEXT *features =
(VkPhysicalDeviceYcbcrImageArraysFeaturesEXT *)ext;
features->ycbcrImageArrays = true;
break;
}
/* VK_EXT_ycbcr_image_arrays */
.ycbcrImageArrays = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTENDED_DYNAMIC_STATE_FEATURES_EXT: {
VkPhysicalDeviceExtendedDynamicStateFeaturesEXT *features =
(VkPhysicalDeviceExtendedDynamicStateFeaturesEXT *)ext;
features->extendedDynamicState = true;
break;
}
/* VK_EXT_extended_dynamic_state */
.extendedDynamicState = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTENDED_DYNAMIC_STATE_2_FEATURES_EXT: {
VkPhysicalDeviceExtendedDynamicState2FeaturesEXT *features =
(VkPhysicalDeviceExtendedDynamicState2FeaturesEXT *)ext;
features->extendedDynamicState2 = true;
features->extendedDynamicState2LogicOp = true;
features->extendedDynamicState2PatchControlPoints = false;
break;
}
/* VK_EXT_extended_dynamic_state2 */
.extendedDynamicState2 = true,
.extendedDynamicState2LogicOp = true,
.extendedDynamicState2PatchControlPoints = false,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTENDED_DYNAMIC_STATE_3_FEATURES_EXT: {
VkPhysicalDeviceExtendedDynamicState3FeaturesEXT *features =
(VkPhysicalDeviceExtendedDynamicState3FeaturesEXT *)ext;
features->extendedDynamicState3PolygonMode = true;
features->extendedDynamicState3TessellationDomainOrigin = true;
features->extendedDynamicState3RasterizationStream = true;
features->extendedDynamicState3LineStippleEnable = true;
features->extendedDynamicState3LineRasterizationMode = true;
features->extendedDynamicState3LogicOpEnable = true;
features->extendedDynamicState3AlphaToOneEnable = true;
features->extendedDynamicState3DepthClipEnable = true;
features->extendedDynamicState3DepthClampEnable = true;
features->extendedDynamicState3DepthClipNegativeOneToOne = true;
features->extendedDynamicState3ProvokingVertexMode = true;
features->extendedDynamicState3ColorBlendEnable = true;
features->extendedDynamicState3ColorWriteMask = true;
features->extendedDynamicState3ColorBlendEquation = true;
features->extendedDynamicState3SampleLocationsEnable = true;
features->extendedDynamicState3SampleMask = true;
/* VK_EXT_extended_dynamic_state3 */
.extendedDynamicState3PolygonMode = true,
.extendedDynamicState3TessellationDomainOrigin = true,
.extendedDynamicState3RasterizationStream = true,
.extendedDynamicState3LineStippleEnable = true,
.extendedDynamicState3LineRasterizationMode = true,
.extendedDynamicState3LogicOpEnable = true,
.extendedDynamicState3AlphaToOneEnable = true,
.extendedDynamicState3DepthClipEnable = true,
.extendedDynamicState3DepthClampEnable = true,
.extendedDynamicState3DepthClipNegativeOneToOne = true,
.extendedDynamicState3ProvokingVertexMode = true,
.extendedDynamicState3ColorBlendEnable = true,
.extendedDynamicState3ColorWriteMask = true,
.extendedDynamicState3ColorBlendEquation = true,
.extendedDynamicState3SampleLocationsEnable = true,
.extendedDynamicState3SampleMask = true,
features->extendedDynamicState3RasterizationSamples = false;
features->extendedDynamicState3AlphaToCoverageEnable = false;
features->extendedDynamicState3ConservativeRasterizationMode = false;
features->extendedDynamicState3ExtraPrimitiveOverestimationSize = false;
features->extendedDynamicState3ViewportWScalingEnable = false;
features->extendedDynamicState3ViewportSwizzle = false;
features->extendedDynamicState3ShadingRateImageEnable = false;
features->extendedDynamicState3CoverageToColorEnable = false;
features->extendedDynamicState3CoverageToColorLocation = false;
features->extendedDynamicState3CoverageModulationMode = false;
features->extendedDynamicState3CoverageModulationTableEnable = false;
features->extendedDynamicState3CoverageModulationTable = false;
features->extendedDynamicState3CoverageReductionMode = false;
features->extendedDynamicState3RepresentativeFragmentTestEnable = false;
features->extendedDynamicState3ColorBlendAdvanced = false;
.extendedDynamicState3RasterizationSamples = false,
.extendedDynamicState3AlphaToCoverageEnable = false,
.extendedDynamicState3ConservativeRasterizationMode = false,
.extendedDynamicState3ExtraPrimitiveOverestimationSize = false,
.extendedDynamicState3ViewportWScalingEnable = false,
.extendedDynamicState3ViewportSwizzle = false,
.extendedDynamicState3ShadingRateImageEnable = false,
.extendedDynamicState3CoverageToColorEnable = false,
.extendedDynamicState3CoverageToColorLocation = false,
.extendedDynamicState3CoverageModulationMode = false,
.extendedDynamicState3CoverageModulationTableEnable = false,
.extendedDynamicState3CoverageModulationTable = false,
.extendedDynamicState3CoverageReductionMode = false,
.extendedDynamicState3RepresentativeFragmentTestEnable = false,
.extendedDynamicState3ColorBlendAdvanced = false,
break;
}
/* VK_EXT_multi_draw */
.multiDraw = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTI_DRAW_FEATURES_EXT: {
VkPhysicalDeviceMultiDrawFeaturesEXT *features = (VkPhysicalDeviceMultiDrawFeaturesEXT *)ext;
features->multiDraw = true;
break;
}
/* VK_EXT_non_seamless_cube_map */
.nonSeamlessCubeMap = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_NON_SEAMLESS_CUBE_MAP_FEATURES_EXT : {
VkPhysicalDeviceNonSeamlessCubeMapFeaturesEXT *features =
(VkPhysicalDeviceNonSeamlessCubeMapFeaturesEXT *)ext;
features->nonSeamlessCubeMap = true;
break;
}
/* VK_EXT_primitive_topology_list_restart */
.primitiveTopologyListRestart = true,
.primitiveTopologyPatchListRestart = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PRIMITIVE_TOPOLOGY_LIST_RESTART_FEATURES_EXT: {
VkPhysicalDevicePrimitiveTopologyListRestartFeaturesEXT *features =
(VkPhysicalDevicePrimitiveTopologyListRestartFeaturesEXT *)ext;
features->primitiveTopologyListRestart = true;
features->primitiveTopologyPatchListRestart = true;
break;
}
/* VK_EXT_depth_clip_control */
.depthClipControl = true,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DEPTH_CLIP_CONTROL_FEATURES_EXT: {
VkPhysicalDeviceDepthClipControlFeaturesEXT *features =
(VkPhysicalDeviceDepthClipControlFeaturesEXT *)ext;
features->depthClipControl = true;
break;
}
/* VK_KHR_present_id */
.presentId = pdevice->vk.supported_extensions.KHR_present_id,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PRESENT_ID_FEATURES_KHR: {
VkPhysicalDevicePresentIdFeaturesKHR *features =
(VkPhysicalDevicePresentIdFeaturesKHR *) ext;
features->presentId = pdevice->vk.supported_extensions.KHR_present_id;
break;
}
/* VK_KHR_present_wait */
.presentWait = pdevice->vk.supported_extensions.KHR_present_wait,
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PRESENT_WAIT_FEATURES_KHR: {
VkPhysicalDevicePresentWaitFeaturesKHR *features =
(VkPhysicalDevicePresentWaitFeaturesKHR *) ext;
features->presentWait = pdevice->vk.supported_extensions.KHR_present_wait;
break;
}
/* VK_EXT_vertex_input_dynamic_state */
.vertexInputDynamicState = true,
};
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VERTEX_INPUT_DYNAMIC_STATE_FEATURES_EXT: {
VkPhysicalDeviceVertexInputDynamicStateFeaturesEXT *features =
(VkPhysicalDeviceVertexInputDynamicStateFeaturesEXT *) ext;
features->vertexInputDynamicState = true;
break;
}
default:
anv_debug_ignored_stype(ext->sType);
break;
}
}
/* The new DOOM and Wolfenstein games require depthBounds without
* checking for it. They seem to run fine without it so just claim it's
* there and accept the consequences.
*/
if (app_info->engine_name && strcmp(app_info->engine_name, "idTech") == 0)
features.depthBounds = true;
vk_get_physical_device_features(pFeatures, &features);
}
#define MAX_PER_STAGE_DESCRIPTOR_UNIFORM_BUFFERS 64