anv: Implement vkCmdDispatchBase
This is part of the device groups extension/feature but it's a decent chunk of work in its own right so it's worth breaking into its own patch. The mechanism we use is fairly straightforward: we just push the base work group id into the shader and add it to the work group id we get from dispatch. Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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@@ -551,6 +551,9 @@ enum brw_param_builtin {
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BRW_PARAM_BUILTIN_TESS_LEVEL_INNER_X,
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BRW_PARAM_BUILTIN_TESS_LEVEL_INNER_Y,
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BRW_PARAM_BUILTIN_BASE_WORK_GROUP_ID_X,
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BRW_PARAM_BUILTIN_BASE_WORK_GROUP_ID_Y,
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BRW_PARAM_BUILTIN_BASE_WORK_GROUP_ID_Z,
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BRW_PARAM_BUILTIN_SUBGROUP_ID,
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};
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