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authorDave Airlie <[email protected]>2017-04-27 01:47:22 +0100
committerDave Airlie <[email protected]>2017-05-07 23:41:39 +0100
commit69136f4e633be4eeed0b226b02c9876511414b76 (patch)
tree4d7caf5fcc415a1f900d9378903f745f2e234fbc /src/amd/vulkan/radv_meta_resolve.c
parent19be95f71e6e0fbb00032d5b52f7b0c95ecd49db (diff)
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 <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src/amd/vulkan/radv_meta_resolve.c')
-rw-r--r--src/amd/vulkan/radv_meta_resolve.c13
1 files changed, 11 insertions, 2 deletions
diff --git a/src/amd/vulkan/radv_meta_resolve.c b/src/amd/vulkan/radv_meta_resolve.c
index 784d39b58af..3e6633dec03 100644
--- a/src/amd/vulkan/radv_meta_resolve.c
+++ b/src/amd/vulkan/radv_meta_resolve.c
@@ -319,7 +319,7 @@ void radv_CmdResolveImage(
struct radv_meta_saved_state saved_state;
VkDevice device_h = radv_device_to_handle(device);
bool use_compute_resolve = false;
-
+ bool use_fragment_resolve = false;
/* we can use the hw resolve only for single full resolves */
if (region_count == 1) {
if (regions[0].srcOffset.x ||
@@ -338,8 +338,17 @@ void radv_CmdResolveImage(
} else
use_compute_resolve = true;
- if (use_compute_resolve) {
+ if (use_fragment_resolve) {
+ radv_meta_resolve_fragment_image(cmd_buffer,
+ src_image,
+ src_image_layout,
+ dest_image,
+ dest_image_layout,
+ region_count, regions);
+ return;
+ }
+ if (use_compute_resolve) {
radv_meta_resolve_compute_image(cmd_buffer,
src_image,
src_image_layout,