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authorDave Airlie <[email protected]>2017-01-17 10:05:07 +1000
committerDave Airlie <[email protected]>2017-01-18 06:21:22 +1000
commit7e0382fb35960416459134f27fa1b0f57aba8acc (patch)
tree5b50e9bed8c5e0039c0b2c772be9b8b362b5f626 /src/amd/vulkan/radv_meta_clear.c
parent788610081198260d6974f86ed62a4b9aaf59b8c4 (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]>
Diffstat (limited to 'src/amd/vulkan/radv_meta_clear.c')
-rw-r--r--src/amd/vulkan/radv_meta_clear.c28
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) {