radv has had a hack in place to change some image details (tiling_mode) to enable hw resolver to work, however this isn't at all how Vulkan should work. Coupled with the compute resolve path hanging in some situations, I decided to rework the lot.
This firstly refactors compute resolve to separate out some pieces, and to add renderpass resolve support to it. Then it adds fragment shader based resolve (which is slower than compute) to handle the dest having dcc enabled on it, which is the one case compute can't handle. It then picks the hw, compute, fragment paths in that order. For the mismatched tile case it now picks compute whereas before it would hack the hw resolve (which is still faster). Finally it removes all the hacks to enable hw resolve which were so not what Vulkan wants. Dave. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev