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>
This commit is contained in:
Jesse Natalie
2023-05-24 10:54:08 -07:00
committed by Marge Bot
parent b4852c4efb
commit 5a43a50319
2 changed files with 1 additions and 13 deletions

View File

@@ -530,18 +530,6 @@ dzn_physical_device_cache_caps(struct dzn_physical_device *pdev)
},
};
pdev->queue_families[pdev->queue_family_count++] = (struct dzn_queue_family) {
.props = {
.queueFlags = VK_QUEUE_TRANSFER_BIT,
.queueCount = 1,
.timestampValidBits = 0,
.minImageTransferGranularity = { 0, 0, 0 },
},
.desc = {
.Type = D3D12_COMMAND_LIST_TYPE_COPY,
},
};
assert(pdev->queue_family_count <= ARRAY_SIZE(pdev->queue_families));
D3D12_COMMAND_QUEUE_DESC queue_desc = {

View File

@@ -176,7 +176,7 @@ dzn_meta_blits_get_context(struct dzn_device *device,
const struct dzn_meta_blit_key *key);
#define MAX_SYNC_TYPES 3
#define MAX_QUEUE_FAMILIES 3
#define MAX_QUEUE_FAMILIES 2
struct dzn_physical_device {
struct vk_physical_device vk;