dzn: Don't expose copy queues
Vulkan says you can do things like image resolves or blits on transfer queues, but D3D only allows literal copies. We could try to emulate a Vulkan transfer-only queue backed by multiple D3D queues, where we use the copy queue when possible but fall back to compute when needed, but let's wait until there's a good reason to do that... Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23218>
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@@ -530,18 +530,6 @@ dzn_physical_device_cache_caps(struct dzn_physical_device *pdev)
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},
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};
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pdev->queue_families[pdev->queue_family_count++] = (struct dzn_queue_family) {
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.props = {
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.queueFlags = VK_QUEUE_TRANSFER_BIT,
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.queueCount = 1,
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.timestampValidBits = 0,
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.minImageTransferGranularity = { 0, 0, 0 },
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},
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.desc = {
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.Type = D3D12_COMMAND_LIST_TYPE_COPY,
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},
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};
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assert(pdev->queue_family_count <= ARRAY_SIZE(pdev->queue_families));
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D3D12_COMMAND_QUEUE_DESC queue_desc = {
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@@ -176,7 +176,7 @@ dzn_meta_blits_get_context(struct dzn_device *device,
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const struct dzn_meta_blit_key *key);
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#define MAX_SYNC_TYPES 3
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#define MAX_QUEUE_FAMILIES 3
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#define MAX_QUEUE_FAMILIES 2
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struct dzn_physical_device {
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struct vk_physical_device vk;
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