anv: implement VK_KHR_ray_tracing_position_fetch
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Reviewed-by: Caio Oliveira <caio.oliveira@intel.com> Part-of: <f{merge_request.web_url}>
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@@ -253,6 +253,7 @@ get_device_extensions(const struct anv_physical_device *device,
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.KHR_ray_query = rt_enabled,
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.KHR_ray_tracing_maintenance1 = rt_enabled,
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.KHR_ray_tracing_pipeline = rt_enabled,
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.KHR_ray_tracing_position_fetch = rt_enabled,
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.KHR_relaxed_block_layout = true,
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.KHR_sampler_mirror_clamp_to_edge = true,
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.KHR_sampler_ycbcr_conversion = true,
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@@ -796,6 +797,9 @@ get_features(const struct anv_physical_device *pdevice,
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/* VK_EXT_vertex_input_dynamic_state */
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.vertexInputDynamicState = true,
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/* VK_KHR_ray_tracing_position_fetch */
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.rayTracingPositionFetch = rt_enabled,
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};
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/* The new DOOM and Wolfenstein games require depthBounds without
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@@ -188,6 +188,7 @@ anv_shader_stage_to_nir(struct anv_device *device,
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.ray_cull_mask = rt_enabled,
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.ray_query = rt_enabled,
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.ray_tracing = rt_enabled,
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.ray_tracing_position_fetch = rt_enabled,
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.shader_clock = true,
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.shader_viewport_index_layer = true,
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.stencil_export = true,
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