radv/meta: add resolve pass using fragment/vertex shaders
In order to resolve into DCC enabled dests we need to use the fragment shader. This reuses the code from the compute path and implements a resolve path in vertex/fragment shader. This code isn't used until later. Reviewed-by:Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Signed-off-by:
Dave Airlie <airlied@redhat.com>
- src/amd/vulkan/Makefile.sources 1 addition, 0 deletionssrc/amd/vulkan/Makefile.sources
- src/amd/vulkan/radv_meta.c 7 additions, 0 deletionssrc/amd/vulkan/radv_meta.c
- src/amd/vulkan/radv_meta.h 12 additions, 0 deletionssrc/amd/vulkan/radv_meta.h
- src/amd/vulkan/radv_meta_resolve.c 11 additions, 2 deletionssrc/amd/vulkan/radv_meta_resolve.c
- src/amd/vulkan/radv_meta_resolve_fs.c 657 additions, 0 deletionssrc/amd/vulkan/radv_meta_resolve_fs.c
- src/amd/vulkan/radv_private.h 11 additions, 0 deletionssrc/amd/vulkan/radv_private.h