Mike Blumenkrantz 73ef54e342 zink: handle residency return value from sparse texture instructions
this one's a bit tricky since vulkan doesn't support vec5, the return from
the instructions is a struct, and I don't want to add temp var support to zink

now instead the process for these ops is:
* rewrite the is_sparse_texels_resident instruction to read the first vec member of the texop
* (temporarily) decrement num_components for sparse texop's dest to get real result size
* wrap texop's return type in spirv-required struct(uint, result)
* unwrap struct, store result normally + store residency info to separate array
* for is_sparse_texels_resident, ignore the mov alu for src[0] and instead use the ssa index
  from the parent instr since this is the original texop that was used to store the residency result

Acked-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14381>
2022-01-20 15:51:30 +00:00
2022-01-19 20:14:42 +00:00
2022-01-20 10:43:31 +00:00
2022-01-19 15:17:17 +00:00
2022-01-19 20:14:42 +00:00
2021-11-03 20:48:43 +00:00
2021-10-13 20:52:19 +01:00

`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library
======================================================


Source
------

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