v2: Also update the release notes.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
<ul>
<li>GL_EXT_texture_compression_s3tc_srgb on Gallium drivers and i965 (ES extension).</li>
-<li>VK_EXT_buffer_device_address on Intel.</li>
+<li>VK_EXT_buffer_device_address on Intel and RADV.</li>
</ul>
<h2>Bug fixes</h2>
features->memoryPriority = VK_TRUE;
break;
}
+ case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BUFFER_ADDRESS_FEATURES_EXT: {
+ VkPhysicalDeviceBufferAddressFeaturesEXT *features =
+ (VkPhysicalDeviceBufferAddressFeaturesEXT *)ext;
+ features->bufferDeviceAddress = true;
+ features->bufferDeviceAddressCaptureReplay = false;
+ features->bufferDeviceAddressMultiDevice = false;
+ break;
+ }
default:
break;
}
* from the descriptor set anymore, so we have to use a global BO list.
*/
device->use_global_bo_list =
- device->enabled_extensions.EXT_descriptor_indexing;
+ device->enabled_extensions.EXT_descriptor_indexing ||
+ device->enabled_extensions.EXT_buffer_device_address;
mtx_init(&device->shader_slab_mutex, mtx_plain);
list_inithead(&device->shader_slabs);
vk_free2(&device->alloc, pAllocator, buffer);
}
+VkDeviceAddress radv_GetBufferDeviceAddressEXT(
+ VkDevice device,
+ const VkBufferDeviceAddressInfoEXT* pInfo)
+{
+ RADV_FROM_HANDLE(radv_buffer, buffer, pInfo->buffer);
+ return radv_buffer_get_va(buffer->bo) + buffer->offset;
+}
+
+
static inline unsigned
si_tile_mode_index(const struct radv_image *image, unsigned level, bool stencil)
{
Extension('VK_KHR_display', 23, 'VK_USE_PLATFORM_DISPLAY_KHR'),
Extension('VK_EXT_direct_mode_display', 1, 'VK_USE_PLATFORM_DISPLAY_KHR'),
Extension('VK_EXT_acquire_xlib_display', 1, 'VK_USE_PLATFORM_XLIB_XRANDR_EXT'),
+ Extension('VK_EXT_buffer_device_address', 1, True),
Extension('VK_EXT_calibrated_timestamps', 1, True),
Extension('VK_EXT_conditional_rendering', 1, True),
Extension('VK_EXT_conservative_rasterization', 1, 'device->rad_info.chip_class >= GFX9'),
.int16 = true,
.int64 = true,
.multiview = true,
+ .physical_storage_buffer_address = true,
.runtime_descriptor_array = true,
.shader_viewport_index_layer = true,
.stencil_export = true,
},
.ubo_ptr_type = glsl_vector_type(GLSL_TYPE_UINT, 2),
.ssbo_ptr_type = glsl_vector_type(GLSL_TYPE_UINT, 2),
+ .phys_ssbo_ptr_type = glsl_vector_type(GLSL_TYPE_UINT64, 1),
.push_const_ptr_type = glsl_uint_type(),
.shared_ptr_type = glsl_uint_type(),
};