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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@@ -1042,6 +1042,8 @@ anv_pipeline_compile_cs(struct anv_pipeline *pipeline,
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return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
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}
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NIR_PASS_V(nir, anv_nir_add_base_work_group_id, &prog_data);
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anv_fill_binding_table(&prog_data.base, 1);
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const unsigned *shader_code =
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