radv/meta: add resolve pass using fragment/vertex shaders
authorDave Airlie <airlied@redhat.com>
Thu, 27 Apr 2017 00:47:22 +0000 (01:47 +0100)
committerDave Airlie <airlied@redhat.com>
Sun, 7 May 2017 22:41:39 +0000 (23:41 +0100)
commit69136f4e633be4eeed0b226b02c9876511414b76
tree4d7caf5fcc415a1f900d9378903f745f2e234fbc
parent19be95f71e6e0fbb00032d5b52f7b0c95ecd49db
radv/meta: add resolve pass using fragment/vertex shaders

In order to resolve into DCC enabled dests we need to use
the fragment shader. This reuses the code from the compute
path and implements a resolve path in vertex/fragment shader.

This code isn't used until later.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
src/amd/vulkan/Makefile.sources
src/amd/vulkan/radv_meta.c
src/amd/vulkan/radv_meta.h
src/amd/vulkan/radv_meta_resolve.c
src/amd/vulkan/radv_meta_resolve_fs.c [new file with mode: 0644]
src/amd/vulkan/radv_private.h