diff options
author | Dave Airlie <[email protected]> | 2017-01-17 10:05:07 +1000 |
---|---|---|
committer | Dave Airlie <[email protected]> | 2017-01-18 06:21:22 +1000 |
commit | 7e0382fb35960416459134f27fa1b0f57aba8acc (patch) | |
tree | 5b50e9bed8c5e0039c0b2c772be9b8b362b5f626 | |
parent | 788610081198260d6974f86ed62a4b9aaf59b8c4 (diff) |
radv: add support for layered clears (v2)
Just always use the layer clear pipelines,
the overhead of emitting the layer shouldn't be
too large.
v2: Bas suggested we always use it.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
-rw-r--r-- | src/amd/vulkan/radv_meta_clear.c | 28 |
1 files changed, 22 insertions, 6 deletions
diff --git a/src/amd/vulkan/radv_meta_clear.c b/src/amd/vulkan/radv_meta_clear.c index ff779eaaa9b..957b3885939 100644 --- a/src/amd/vulkan/radv_meta_clear.c +++ b/src/amd/vulkan/radv_meta_clear.c @@ -98,6 +98,16 @@ build_color_shaders(struct nir_shader **out_vs, nir_copy_var(&vs_b, vs_out_color, vs_in_color); nir_copy_var(&fs_b, fs_out_color, fs_in_color); + const struct glsl_type *layer_type = glsl_int_type(); + nir_variable *vs_out_layer = + nir_variable_create(vs_b.shader, nir_var_shader_out, layer_type, + "v_layer"); + vs_out_layer->data.location = VARYING_SLOT_LAYER; + vs_out_layer->data.interpolation = INTERP_MODE_FLAT; + nir_ssa_def *inst_id = nir_load_system_value(&vs_b, nir_intrinsic_load_instance_id, 0); + + nir_store_var(&vs_b, vs_out_layer, inst_id, 0x1); + *out_vs = vs_b.shader; *out_fs = fs_b.shader; } @@ -447,7 +457,7 @@ emit_color_clear(struct radv_cmd_buffer *cmd_buffer, pipeline_h); } - radv_CmdDraw(cmd_buffer_h, 3, 1, 0, 0); + radv_CmdDraw(cmd_buffer_h, 3, clear_rect->layerCount, 0, 0); radv_cmd_buffer_set_subpass(cmd_buffer, subpass, false); } @@ -477,6 +487,15 @@ build_depthstencil_shader(struct nir_shader **out_vs, struct nir_shader **out_fs nir_copy_var(&vs_b, vs_out_pos, vs_in_pos); + const struct glsl_type *layer_type = glsl_int_type(); + nir_variable *vs_out_layer = + nir_variable_create(vs_b.shader, nir_var_shader_out, layer_type, + "v_layer"); + vs_out_layer->data.location = VARYING_SLOT_LAYER; + vs_out_layer->data.interpolation = INTERP_MODE_FLAT; + nir_ssa_def *inst_id = nir_load_system_value(&vs_b, nir_intrinsic_load_instance_id, 0); + nir_store_var(&vs_b, vs_out_layer, inst_id, 0x1); + *out_vs = vs_b.shader; *out_fs = fs_b.shader; } @@ -717,7 +736,7 @@ emit_depthstencil_clear(struct radv_cmd_buffer *cmd_buffer, if (depth_view_can_fast_clear(iview, subpass->depth_stencil_attachment.layout, clear_rect)) radv_set_depth_clear_regs(cmd_buffer, iview->image, clear_value, aspects); - radv_CmdDraw(cmd_buffer_h, 3, 1, 0, 0); + radv_CmdDraw(cmd_buffer_h, 3, clear_rect->layerCount, 0, 0); } @@ -948,13 +967,10 @@ radv_cmd_buffer_clear_subpass(struct radv_cmd_buffer *cmd_buffer) radv_meta_save_graphics_reset_vport_scissor(&saved_state, cmd_buffer); - if (cmd_state->framebuffer->layers > 1) - radv_finishme("clearing multi-layer framebuffer"); - VkClearRect clear_rect = { .rect = cmd_state->render_area, .baseArrayLayer = 0, - .layerCount = 1, /* FINISHME: clear multi-layer framebuffer */ + .layerCount = cmd_state->framebuffer->layers, }; for (uint32_t i = 0; i < cmd_state->subpass->color_count; ++i) { |