Commit Graph

976 Commits

Author SHA1 Message Date
Lionel Landwerlin
c7fc310cd1 anv: generate entry points from vk.xml
v2: rework entry point iteration (Jason)
    cleanup unused imports

v3: don't drop header installation (Emil)

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-14 19:29:44 +00:00
Grazvydas Ignotas
40a8f9e6f2 anv: remove some unused macros and functions
VK_ICD_WSI_PLATFORM_MAX is used, but a duplicate from wsi_common.h .

Acked-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-13 16:52:27 -08:00
Jason Ekstrand
3b80481965 anv: Default PointSize to 1.0 if not written by the shader
The Vulkan rules for point size are a bit whacky.  If you only have a
vertex shader and you use points, then you must write PointSize in your
vertex shader.  If you have a geometry or tessellation shader, then it's
dependent on the shaderTessellationAndGeometryPointSize device feature.
From the Vulkan 1.0.38 specification:

   "shaderTessellationAndGeometryPointSize indicates whether the
   PointSize built-in decoration is available in the tessellation
   control, tessellation evaluation, and geometry shader stages. If this
   feature is not enabled, members decorated with the PointSize built-in
   decoration must not be read from or written to and all points written
   from a tessellation or geometry shader will have a size of 1.0. This
   also indicates whether shader modules can declare the
   TessellationPointSize capability for tessellation control and
   evaluation shaders, or if the shader modules can declare the
   GeometryPointSize capability for geometry shaders. An implementation
   supporting this feature must also support one or both of the
   tessellationShader or geometryShader features."

In other words, if the feature is disbled (the client can disable
features!) then they don't write PointSize and we provide a 1.0 default
but if the feature is enabled, they do write PointSize and we use the
one they wrote in the shader.  There are at least two valid ways we can
implement this:

 1) Track whether or not shaderTessellationAndGeometryPointSize is
    enabled and set the 3DSTATE_SF bits based on that and what stages
    are enabled, ignoring the shader source.

 2) Just look at the last geometry stage VUE map and see if they wrote
    PointSize and set the 3DSTATE_SF accordingly.

The second solution is the easiest and the most robust against invalid
usage of the Vulkan API, so we choose to go with that one.

This fixes all of the dEQP-VK.tessellation.primitive_discard.*point_mode
tests.  The tests are also broken because they unconditionally enable
shaderTessellationAndGeometryPointSize if it's supported by the
implementation and then don't write PointSize in the evaluation shader.
However, since this is the "robust against invalid API usage" solution,
the tests happily pass. :-)

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-13 16:31:17 -08:00
Jason Ekstrand
99d497c5b6 anv/pipeline: Replace get_fs_input_map with get_last_vue_prog_data
This lets us delete a helper from genX_pipeline.c

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-01-13 16:31:17 -08:00
Kenneth Graunke
fed4afc5bb anv: Move nir_lower_wpos_center after dead variable elimination.
When multiple shader stages exist in the same SPIR-V module, we compile
all entry points and their inputs/outputs, then dead code eliminate the
ones not related to the specific entry point later.

nir_lower_wpos_center was being run prior to eliminating those random
other variables, which made it trip up, thinking it found gl_FragCoord
when it actually found something else like gl_PerVertex[3].

Fixes dEQP-VK.spirv_assembly.instruction.graphics.module.same_module.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-13 15:00:38 -08:00
Nanley Chery
64272d4f1b anv: Avoid some resolves for samplable HiZ buffers
v2: Simplify nested ifs (Jason Ekstrand)

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:21 -08:00
Nanley Chery
71334f494a anv: Enable sampling from HiZ
v2: Restrict ISL_AUX_USAGE_HIZ to depth aspects

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:21 -08:00
Nanley Chery
5e0902cd2a anv/blorp: Don't fast depth clear samplable HiZ buffers on BDW
Avoid the resolves that would be required if fast depth clears were
allowed for such buffers.

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:21 -08:00
Nanley Chery
3ac01ad2ac anv: Add a helper to determine sampling with HiZ
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:20 -08:00
Nanley Chery
58af615636 anv: Perform HiZ resolves only on layout transitions
This is a better mapping to the Vulkan API and improves performance in
all tested workloads.

v2: Remove unnecessary image view aspect checks (Jason Ekstrand)

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:20 -08:00
Nanley Chery
2852efcda4 anv: Disable HiZ for input attachments
v2 (Jason Ekstrand):
- Add spec citation
- Drop conditional

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:20 -08:00
Nanley Chery
b62d8ad2ae anv: Avoid resolves incurred by fast depth clears
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:20 -08:00
Nanley Chery
968ffd6c86 anv: Prepare for transitioning to the requested final layout
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:20 -08:00
Nanley Chery
104ce1dbab anv: Store depth stencil layouts
Store the current and requested depth stencil layouts so that we can
perform the appropriate HiZ resolves for a given transition while
recording a render pass.

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:20 -08:00
Nanley Chery
2e2cf78a51 anv: Add helpers to handle depth buffer layout transitions
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:20 -08:00
Nanley Chery
0ce8b37a8e anv: Delete anv's HiZ op emit function
This is no longer used.

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:20 -08:00
Nanley Chery
462a4c9648 anv: Use the gen8 BLORP HiZ resolving function
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:20 -08:00
Nanley Chery
d16871d958 anv/blorp: Add a gen8 HiZ op resolve function
Add an entry point for resolving using BLORP's gen8 HiZ op function.

v2: Manually add the aux info

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:20 -08:00
Nanley Chery
3b7106c181 anv: Use gen8 BLORP HiZ clearing functions
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:20 -08:00
Nanley Chery
64fb5b0d51 anv: Enable HiZ support for multiple subpasses
We'll be using layout transitions later on in the series which can occur
within and between subpasses. Turn this on now to simplify the change
later.

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:19 -08:00
Nanley Chery
168985fca1 anv: Use ::anv_attachment_state for toggling HiZ per subpass
We're about to enable HiZ support for multiple subpasses. Use this field
to keep track of whether or not subpass operations should treat the
depth buffer as having an auxiliary HiZ buffer.

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:19 -08:00
Nanley Chery
055ff2ec52 anv: Replace anv_image_has_hiz() with ISL_AUX_USAGE_HIZ
The helper doesn't provide additional functionality over the current
infrastructure.

v2: Add comment to anv_image::aux_usage (Jason Ekstrand)
v3: Clarify comment for aux_usage (Jason Ekstrand)

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:19 -08:00
Nanley Chery
160a54810e anv/blorp: Handle ISL_AUX_USAGE_HIZ
Prevent assert failures that would occur in the next patch.

v2: Don't remove asserts from blorp/blit (Jason Ekstrand)

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:19 -08:00
Chad Versace
1e41d7f7b0 anv: Support loader interface version 3 (patch v2)
This patch implements vk_icdNegotiateLoaderICDInterfaceVersion(), which
brings us to loader interface v3.

v2:
  - Drop the pragmas. [emil]
  - Advertise v3 instead of v2. Anvil supported more than I
    thought.  [jason]
  - s/Surface/SurfaceKHR/ in comments. [emil]

Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Cc: mesa-stable@lists.freedesktop.org
Cc: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 09:42:32 -08:00
Chad Versace
c085bfcec9 vulkan: Add new cast macros for VkIcd types
We can't import the latest vk_icd.h because the new header breaks the
Mesa build. This patch defines new casting macros,
ICD_DEFINE_NONDISP_HANDLE_CASTS() and ICD_FROM_HANDLE(), which can
handle both the old and new vk_icd.h, and will prevent the build from
breaking when we update the header.

In the old vk_icd.h, types were defined as:

  typedef struct _VkIcdFoo {
    ...
  } VkIcdFoo;

Commit 6ebba1f6 in the Vulkan loader changed the above to

  typedef {
    ...
  } VkIcdFoo;

because the old definitions violated the C and C++ specs. According to
the specs, identifiers that begins with an underscore followed by an
uppercase letter are reserved. (It's pedantic, I know), See the Github
issue referenced below.

References: https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers/issues/7
References: 6ebba1f630
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Cc: mesa-stable@lists.freedesktop.org
2017-01-12 09:42:32 -08:00
Nanley Chery
5857858aa6 anv/image: Disable HiZ for depth buffer arrays
We currently don't perform clears or resolves on multiple array layers
with HiZ.

Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-11 17:35:59 -08:00
Nanley Chery
9f1d3a0c97 anv/cmd_buffer: Fix programmed HiZ qpitch
Match the comment above the field by using units of pixels and not HiZ
blocks.

Cc: mesa-stable@lists.freedesktop.org
Suggested-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-11 17:35:59 -08:00
Nanley Chery
61992e0afe anv/cmd_buffer: Fix arrayed depth/stencil attachments
Enable multiple layers of the depth/stencil buffers to be accessible.

Fixes the crucible test, func.depthstencil.arrayed_clear.

Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-11 17:35:59 -08:00
Jason Ekstrand
a7e399de59 anv/TODO: Check off a bunch of stuff 2017-01-11 10:28:18 -08:00
Kenneth Graunke
23a36c2811 anv: Enable tessellation shaders.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-10 13:27:31 -08:00
Kenneth Graunke
ebd88b5aa3 anv: Initialize physical device limits for tessellation
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-10 13:27:31 -08:00
Kenneth Graunke
dcca706b4e anv: Clamp depth buffer dimensions to be at least 1.
When there are no framebuffer attachments, fb->width and fb->height will
be 0.  Subtracting 1 results in 4294967295 which is too large for the
field, causing genxml assertions when trying to create the packet.

In this case, we can just program it to 1.

Caught by dEQP-VK.tessellation.tesscoord.triangles_equal_spacing.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-10 13:27:31 -08:00
Kenneth Graunke
e50d4807a3 anv: Compile TCS/TES shaders.
v2: Merge more TCS/TES info.
v3: Fix caching keys.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-10 13:27:31 -08:00
Kenneth Graunke
de05ecba9f anv: Emit 3DSTATE_HS/TE/DS packets.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-10 13:27:31 -08:00
Kenneth Graunke
08b5713068 anv: Handle patch primitives.
v2: Use anv_pipeline_has_stage rather than tess_info != NULL.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> [v1]
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-10 13:27:10 -08:00
Lionel Landwerlin
860d91ec5b anv: set input_slots_valid on brw_wm_prog_key
With shaders using a lot of inputs/outputs, like this (from Gtk+) :

layout(location = 0) in vec2 inPos;
layout(location = 1) in float inGradientPos;
layout(location = 2) in flat int inRepeating;
layout(location = 3) in flat int inStopCount;
layout(location = 4) in flat vec4 inClipBounds;
layout(location = 5) in flat vec4 inClipWidths;
layout(location = 6) in flat ColorStop inStops[8];

layout(location = 0) out vec4 outColor;

we're missing the programming of the input_slots_valid field leading
to an assert further down the backend code.

v2: Use valid slots of the geometry or vertex stage (Jason)

v3: Use helper to find correct vue map (Jason)

v4: Set the valid slots off the previous stages (Jason)

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-10 18:16:45 +00:00
Lionel Landwerlin
4b44ca7225 anv: add helper to get vue map for fragment shader
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-10 18:14:36 +00:00
Lionel Landwerlin
59fe3796a8 anv: add get_.*_prog_data for tesselation stages
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-10 18:14:33 +00:00
Lionel Landwerlin
6122b4ee96 anv: make get_.*_prog_data take a const pipeline
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-10 18:14:09 +00:00
Iago Toral Quiroga
566a0c43f0 anv: don't skip the VUE header if we are reading gl_Layer in a fragment shader
This is the same we do in the GL driver: the hardware provides gl_Layer
in the VUE header, so when the fragment shader reads it we can't skip it.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-09 11:43:07 +01:00
Samuel Iglesias Gonsálvez
0449c93638 anv: enable shaderFloat64 feature
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-09 10:44:07 +01:00
Samuel Iglesias Gonsálvez
465204695f anv: enable float64 feature on supported platforms
v2:
- Remove image_ms_array initialization (Jason)

Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-09 10:44:07 +01:00
Juan A. Suarez Romero
c2acf97fcc nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributes
So far, input_reads was a bitmap tracking which vertex input locations
were being used.

In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.

But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.

To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.

As example, if in our GLSL/IR shader we have three attributes:

layout(location = 0) vec3  attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;

then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.

Checking carefully, basically we are using slots rather than locations
in NIR.

When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.

v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.

v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-09 10:42:22 +01:00
Samuel Iglesias Gonsálvez
3551a2d3ad isl: fix VA64 support for double and dvecN vertex attributes
We use *64*_PASSTHRU formats to upload vertex attributes of 64 bits
to avoid conversions. From the BDW PRM, Volume 2d, page 586
(VERTEX_ELEMENT_STATE):

     "When SourceElementFormat is set to one of the *64*_PASSTHRU
     formats, 64-bit components are stored in the URB without any
     conversion. In this case, vertex elements must be written as 128
     or 256 bits, with VFCOMP_STORE_0 being used to pad the output
     as required. E.g., if R64_PASSTHRU is used to copy a 64-bit Red
     component into the URB, Component 1 must be specified as
     VFCOMP_STORE_0 (with Components 2,3 set to VFCOMP_NOSTORE)
     in order to output a 128-bit vertex element, or Components 1-3 must
     be specified as VFCOMP_STORE_0 in order to output a 256-bit vertex
     element. Likewise, use of R64G64B64_PASSTHRU requires Component 3
     to be specified as VFCOMP_STORE_0 in order to output a 256-bit vertex
     element."

v2,v3 (Jason):
- Don't delete unused formats.

Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-09 09:10:13 +01:00
Juan A. Suarez Romero
1c9483f48e anv/pipeline: get map for double input attributes
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-09 09:10:13 +01:00
Samuel Iglesias Gonsálvez
cc4ff6c2a0 spirv: add support for doubles to OpSpecConstant
v2 (Jason):
- Fix indent in radv change
- Add vtn_u64_literal() helper to take 64 bits (Jason)

Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-09 09:10:13 +01:00
Jason Ekstrand
faa1edeeb7 anv/pipeline: Call NIR passes using NIR_PASS_V
This lets us get validation without having to do it manually.

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2017-01-07 15:45:09 -08:00
Jason Ekstrand
43e0b0d4b2 anv/pipeline: Only call remove_dead_variables once
It can handle multiple modes at a time now so there's no reason to call
it repeatedly.

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2017-01-07 15:45:09 -08:00
Jason Ekstrand
2d7bed6158 anv/formats: Use the real format for B4G4R4A4_UNORM_PACK16 on gen8
Because border color is handled pre-swizzle, when we move the alpha
channel around in the format, the OPAQUE_BLACK border colors don't work
correctly on B4G4R4A4_UNORM_PACK16 with the hack.  This fixes the
following Vulkan CTS tests on Broadwell:

dEQP-VK.pipeline.sampler.view_type.2d_array.format.b4g4r4a4_unorm_pack16.address_modes.all_mode_clamp_to_border_opaque_black
dEQP-VK.pipeline.sampler.view_type.1d_array.format.b4g4r4a4_unorm_pack16.address_modes.all_mode_clamp_to_border_opaque_black
dEQP-VK.pipeline.sampler.view_type.2d.format.b4g4r4a4_unorm_pack16.address_modes.all_mode_clamp_to_border_opaque_black
dEQP-VK.pipeline.sampler.view_type.1d.format.b4g4r4a4_unorm_pack16.address_modes.all_mode_clamp_to_border_opaque_black
dEQP-VK.pipeline.sampler.view_type.3d.format.b4g4r4a4_unorm_pack16.address_modes.all_mode_clamp_to_border_opaque_black

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
2017-01-06 16:44:15 -08:00
Lionel Landwerlin
a8eeb089c0 anv: fix multiple creation with internal failure
The specification section 9.4 says :

   When an application attempts to create many pipelines in a single
   command, it is possible that some subset may fail creation. In that
   case, the corresponding entries in the pPipelines output array will
   be filled with VK_NULL_HANDLE values. If any pipeline fails
   creation (for example, due to out of memory errors), the
   vkCreate*Pipelines commands will return an error code. The
   implementation will attempt to create all pipelines, and only
   return VK_NULL_HANDLE values for those that actually failed.

Fixes :

   dEQP-VK.api.object_management.alloc_callback_fail_multiple.graphics_pipeline
   dEQP-VK.api.object_management.alloc_callback_fail_multiple.compute_pipeline

v2: C is hard let's go shopping (Lionel)

v3: Remove unnecessary condition in for loops (Lionel)

v4: Document why we return on first failure (Eduardo)
    Move i declaration inside for() (Eduardo)

v5: Move array cleanup out of loop (Jason)

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-01-05 21:09:09 +00:00