Mike Blumenkrantz 97c7eaf17f zink: use feedback loop layout to correctly handle implicit feedback loops
an implicit feedback loop occurs when an app happens to bind the same image
as both a framebuffer attachment and a sampler for the same draw

an explicit feedback loop occurs when an app uses fbfetch to read data back
from the framebuffer using input attachments

fbfetch is already handled, but implicit feedback loops require more work:
* detecting them happens on-the-fly
* pipeline variants are required

this handles implicit feedback loops by detecting them at draw time during
barrier updates and then flagging pipeline state change to trigger variant creation.
the bits are then unset when the framebuffer/sampler binds are removed

fixes #7309

fixes (tu):
KHR-GL46.texture_barrier.disjoint-texels
KHR-GL46.texture_barrier.overlapping-texels
KHR-GL46.texture_barrier.same-texel-rw-multipass
KHR-GL46.texture_barrier_ARB.disjoint-texels
KHR-GL46.texture_barrier_ARB.overlapping-texels
KHR-GL46.texture_barrier_ARB.same-texel-rw-multipass

Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18787>
2022-09-27 17:32:56 +00:00
2022-09-27 09:08:29 +00:00
2022-09-12 05:58:12 +00:00
2022-01-19 15:17:17 +00:00
2022-09-25 05:49:39 +00:00
2022-08-03 17:16:14 +00:00

`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library
======================================================


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