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>
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@ -754,6 +754,49 @@ can_attribute_at_vertex(struct d3d12_screen *screen)
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}
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}
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static bool
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can_shader_image_load_all_formats(struct d3d12_screen *screen)
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{
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if (!screen->opts.TypedUAVLoadAdditionalFormats)
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return false;
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/* All of these are required by ARB_shader_image_load_store */
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static const DXGI_FORMAT additional_formats[] = {
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DXGI_FORMAT_R16G16B16A16_UNORM,
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DXGI_FORMAT_R16G16B16A16_SNORM,
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DXGI_FORMAT_R32G32_FLOAT,
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DXGI_FORMAT_R32G32_UINT,
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DXGI_FORMAT_R32G32_SINT,
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DXGI_FORMAT_R10G10B10A2_UNORM,
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DXGI_FORMAT_R10G10B10A2_UINT,
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DXGI_FORMAT_R11G11B10_FLOAT,
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DXGI_FORMAT_R8G8B8A8_SNORM,
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DXGI_FORMAT_R16G16_FLOAT,
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DXGI_FORMAT_R16G16_UNORM,
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DXGI_FORMAT_R16G16_UINT,
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DXGI_FORMAT_R16G16_SNORM,
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DXGI_FORMAT_R16G16_SINT,
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DXGI_FORMAT_R8G8_UNORM,
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DXGI_FORMAT_R8G8_UINT,
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DXGI_FORMAT_R8G8_SNORM,
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DXGI_FORMAT_R8G8_SINT,
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DXGI_FORMAT_R16_UNORM,
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DXGI_FORMAT_R16_SNORM,
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DXGI_FORMAT_R8_SNORM,
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};
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for (unsigned i = 0; i < ARRAY_SIZE(additional_formats); ++i) {
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D3D12_FEATURE_DATA_FORMAT_SUPPORT support = { additional_formats[i] };
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if (FAILED(screen->dev->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &support, sizeof(support))) ||
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(support.Support1 & D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW) == D3D12_FORMAT_SUPPORT1_NONE ||
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(support.Support2 & (D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE)) !=
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(D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE))
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return false;
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}
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return true;
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}
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static void
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d3d12_init_null_srvs(struct d3d12_screen *screen)
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{
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@ -1010,6 +1053,7 @@ d3d12_init_screen(struct d3d12_screen *screen, struct sw_winsys *winsys, IUnknow
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d3d12_init_null_rtv(screen);
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screen->have_load_at_vertex = can_attribute_at_vertex(screen);
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screen->support_shader_images = can_shader_image_load_all_formats(screen);
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return true;
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failed:
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@ -88,6 +88,7 @@ struct d3d12_screen {
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uint64_t memory_size_megabytes;
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double timestamp_multiplier;
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bool have_load_at_vertex;
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bool support_shader_images;
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};
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static inline struct d3d12_screen *
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