d3d12: Figure out if we can support GL shader images

Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14342>
This commit is contained in:
Jesse Natalie 2021-12-28 16:31:42 -08:00 committed by Marge Bot
parent f7e50c8cf2
commit 951f6f2dba
2 changed files with 45 additions and 0 deletions

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@ -754,6 +754,49 @@ can_attribute_at_vertex(struct d3d12_screen *screen)
}
}
static bool
can_shader_image_load_all_formats(struct d3d12_screen *screen)
{
if (!screen->opts.TypedUAVLoadAdditionalFormats)
return false;
/* All of these are required by ARB_shader_image_load_store */
static const DXGI_FORMAT additional_formats[] = {
DXGI_FORMAT_R16G16B16A16_UNORM,
DXGI_FORMAT_R16G16B16A16_SNORM,
DXGI_FORMAT_R32G32_FLOAT,
DXGI_FORMAT_R32G32_UINT,
DXGI_FORMAT_R32G32_SINT,
DXGI_FORMAT_R10G10B10A2_UNORM,
DXGI_FORMAT_R10G10B10A2_UINT,
DXGI_FORMAT_R11G11B10_FLOAT,
DXGI_FORMAT_R8G8B8A8_SNORM,
DXGI_FORMAT_R16G16_FLOAT,
DXGI_FORMAT_R16G16_UNORM,
DXGI_FORMAT_R16G16_UINT,
DXGI_FORMAT_R16G16_SNORM,
DXGI_FORMAT_R16G16_SINT,
DXGI_FORMAT_R8G8_UNORM,
DXGI_FORMAT_R8G8_UINT,
DXGI_FORMAT_R8G8_SNORM,
DXGI_FORMAT_R8G8_SINT,
DXGI_FORMAT_R16_UNORM,
DXGI_FORMAT_R16_SNORM,
DXGI_FORMAT_R8_SNORM,
};
for (unsigned i = 0; i < ARRAY_SIZE(additional_formats); ++i) {
D3D12_FEATURE_DATA_FORMAT_SUPPORT support = { additional_formats[i] };
if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &support, sizeof(support))) ||
(support.Support1 & D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW) == D3D12_FORMAT_SUPPORT1_NONE ||
(support.Support2 & (D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE)) !=
(D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE))
return false;
}
return true;
}
static void
d3d12_init_null_srvs(struct d3d12_screen *screen)
{
@ -1010,6 +1053,7 @@ d3d12_init_screen(struct d3d12_screen *screen, struct sw_winsys *winsys, IUnknow
d3d12_init_null_rtv(screen);
screen->have_load_at_vertex = can_attribute_at_vertex(screen);
screen->support_shader_images = can_shader_image_load_all_formats(screen);
return true;
failed:

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@ -88,6 +88,7 @@ struct d3d12_screen {
uint64_t memory_size_megabytes;
double timestamp_multiplier;
bool have_load_at_vertex;
bool support_shader_images;
};
static inline struct d3d12_screen *