Charmaine Lee c761d408ed svga: use srv raw buffer for accessing readonly shader buffer
When a surface is to be created for a buffer that is to be persistently mapped,
set the UAV bind flag as well, otherwise, an extra copy of the surface will have
to be created when the buffer is later bound as shader storage buffer, and
it will then incur extra buffer copies to keep the shadow copies of the surface
in sync. But when a buffer is simultanously bound to uniform buffer and shader
storage buffer, having both srv and uav on the same resource can also be costly.
This patch also provides optimization for readonly shader buffer. In this case,
instead of creating uav for accessing a readonly shader buffer, srv
raw buffer is used instead.

Tested with yuzu tracefile included in VMware bug 3029385.

Reviewed-by: Martin Krastev <krastevm@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25381>
2023-09-25 23:36:58 +00:00
2022-11-22 19:04:13 +00:00
2023-09-25 22:51:20 +00:00
2023-09-25 11:49:10 +00:00
2023-09-13 16:38:15 +00:00
2022-01-19 15:17:17 +00:00
2022-11-21 23:09:30 +00:00
2023-09-21 10:50:34 +00:00
2023-07-12 11:13:17 -07:00

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


Source
------

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Other repositories are likely forks, and code found there is not supported.


Build & install
---------------

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<https://mesa3d.org/install.html>`_), but the recommended way is to use
Meson (`docs/meson.rst <https://mesa3d.org/meson.html>`_):

.. code-block:: sh

  $ mkdir build
  $ cd build
  $ meson ..
  $ sudo ninja install


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