These are usually used for dealing with sparse resources but there's no
reason why we can't hook them up before we have sparse. We have the
hardware; let's light it up.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
.shaderInt64 = pdevice->info.gen >= 8 &&
pdevice->info.has_64bit_types,
.shaderInt16 = pdevice->info.gen >= 8,
- .shaderResourceMinLod = false,
+ .shaderResourceMinLod = pdevice->info.gen >= 9,
.variableMultisampleRate = true,
.inheritedQueries = true,
};
.device_group = true,
.draw_parameters = true,
.image_write_without_format = true,
+ .min_lod = true,
.multiview = true,
.variable_pointers = true,
.storage_16bit = device->instance->physicalDevice.info.gen >= 8,