d3d12: Handle format support queries for shader images
Reviewed-by: Sil Vilerino <sivileri@microsoft.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14342>
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@ -547,6 +547,11 @@ d3d12_is_format_supported(struct pipe_screen *pscreen,
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!(fmt_info.Support1 & D3D12_FORMAT_SUPPORT1_BLENDABLE))
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return false;
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if (bind & PIPE_BIND_SHADER_IMAGE &&
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(fmt_info.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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D3D12_FEATURE_DATA_FORMAT_SUPPORT fmt_info_sv;
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if (util_format_is_depth_or_stencil(format)) {
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fmt_info_sv.Format = d3d12_get_resource_srv_format(format, target);
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@ -576,6 +581,9 @@ d3d12_is_format_supported(struct pipe_screen *pscreen,
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if (!util_is_power_of_two_nonzero(sample_count))
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return false;
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if (bind & PIPE_BIND_SHADER_IMAGE)
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return false;
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D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS ms_info = {};
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ms_info.Format = dxgi_format;
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ms_info.SampleCount = sample_count;
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