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authorJason Ekstrand <[email protected]>2017-11-21 14:46:25 -0800
committerJason Ekstrand <[email protected]>2018-02-20 13:49:24 -0800
commit6fc85556108794169657d8fdc6cf2377c0de08b3 (patch)
tree025c63581740f220ba14f40ac4de6954d9c576eb /src/intel/vulkan/anv_blorp.c
parent79918389739e178da117ec3195594eaeaa943284 (diff)
anv/cmd_buffer: Move the rest of clear_subpass into begin_subpass
Reviewed-by: Nanley Chery <[email protected]>
Diffstat (limited to 'src/intel/vulkan/anv_blorp.c')
-rw-r--r--src/intel/vulkan/anv_blorp.c240
1 files changed, 103 insertions, 137 deletions
diff --git a/src/intel/vulkan/anv_blorp.c b/src/intel/vulkan/anv_blorp.c
index 8ef7b6de7bd..a3551fee94f 100644
--- a/src/intel/vulkan/anv_blorp.c
+++ b/src/intel/vulkan/anv_blorp.c
@@ -1139,143 +1139,6 @@ enum subpass_stage {
SUBPASS_STAGE_RESOLVE,
};
-static bool
-subpass_needs_clear(const struct anv_cmd_buffer *cmd_buffer)
-{
- const struct anv_cmd_state *cmd_state = &cmd_buffer->state;
- uint32_t ds = cmd_state->subpass->depth_stencil_attachment.attachment;
-
- if (ds != VK_ATTACHMENT_UNUSED) {
- assert(ds < cmd_state->pass->attachment_count);
- if (cmd_state->attachments[ds].pending_clear_aspects)
- return true;
- }
-
- return false;
-}
-
-void
-anv_cmd_buffer_clear_subpass(struct anv_cmd_buffer *cmd_buffer)
-{
- const struct anv_cmd_state *cmd_state = &cmd_buffer->state;
- const VkRect2D render_area = cmd_buffer->state.render_area;
-
-
- if (!subpass_needs_clear(cmd_buffer))
- return;
-
- /* Because this gets called within a render pass, we tell blorp not to
- * trash our depth and stencil buffers.
- */
- struct blorp_batch batch;
- blorp_batch_init(&cmd_buffer->device->blorp, &batch, cmd_buffer,
- BLORP_BATCH_NO_EMIT_DEPTH_STENCIL);
-
- VkClearRect clear_rect = {
- .rect = cmd_buffer->state.render_area,
- .baseArrayLayer = 0,
- .layerCount = cmd_buffer->state.framebuffer->layers,
- };
-
- struct anv_framebuffer *fb = cmd_buffer->state.framebuffer;
-
- const uint32_t ds = cmd_state->subpass->depth_stencil_attachment.attachment;
- assert(ds == VK_ATTACHMENT_UNUSED || ds < cmd_state->pass->attachment_count);
-
- if (ds != VK_ATTACHMENT_UNUSED &&
- cmd_state->attachments[ds].pending_clear_aspects) {
-
- VkClearAttachment clear_att = {
- .aspectMask = cmd_state->attachments[ds].pending_clear_aspects,
- .clearValue = cmd_state->attachments[ds].clear_value,
- };
-
-
- const uint8_t gen = cmd_buffer->device->info.gen;
- bool clear_with_hiz = gen >= 8 && cmd_state->attachments[ds].aux_usage ==
- ISL_AUX_USAGE_HIZ;
- const struct anv_image_view *iview = fb->attachments[ds];
-
- if (clear_with_hiz) {
- const bool clear_depth = clear_att.aspectMask &
- VK_IMAGE_ASPECT_DEPTH_BIT;
- const bool clear_stencil = clear_att.aspectMask &
- VK_IMAGE_ASPECT_STENCIL_BIT;
-
- /* Check against restrictions for depth buffer clearing. A great GPU
- * performance benefit isn't expected when using the HZ sequence for
- * stencil-only clears. Therefore, we don't emit a HZ op sequence for
- * a stencil clear in addition to using the BLORP-fallback for depth.
- */
- if (clear_depth) {
- if (!blorp_can_hiz_clear_depth(gen, iview->planes[0].isl.format,
- iview->image->samples,
- render_area.offset.x,
- render_area.offset.y,
- render_area.offset.x +
- render_area.extent.width,
- render_area.offset.y +
- render_area.extent.height)) {
- clear_with_hiz = false;
- } else if (clear_att.clearValue.depthStencil.depth !=
- ANV_HZ_FC_VAL) {
- /* Don't enable fast depth clears for any color not equal to
- * ANV_HZ_FC_VAL.
- */
- clear_with_hiz = false;
- } else if (gen == 8 &&
- anv_can_sample_with_hiz(&cmd_buffer->device->info,
- iview->image)) {
- /* Only gen9+ supports returning ANV_HZ_FC_VAL when sampling a
- * fast-cleared portion of a HiZ buffer. Testing has revealed
- * that Gen8 only supports returning 0.0f. Gens prior to gen8 do
- * not support this feature at all.
- */
- clear_with_hiz = false;
- }
- }
-
- if (clear_with_hiz) {
- blorp_gen8_hiz_clear_attachments(&batch, iview->image->samples,
- render_area.offset.x,
- render_area.offset.y,
- render_area.offset.x +
- render_area.extent.width,
- render_area.offset.y +
- render_area.extent.height,
- clear_depth, clear_stencil,
- clear_att.clearValue.
- depthStencil.stencil);
-
- /* From the SKL PRM, Depth Buffer Clear:
- *
- * Depth Buffer Clear Workaround
- * Depth buffer clear pass using any of the methods (WM_STATE,
- * 3DSTATE_WM or 3DSTATE_WM_HZ_OP) must be followed by a
- * PIPE_CONTROL command with DEPTH_STALL bit and Depth FLUSH bits
- * “set” before starting to render. DepthStall and DepthFlush are
- * not needed between consecutive depth clear passes nor is it
- * required if the depth-clear pass was done with “full_surf_clear”
- * bit set in the 3DSTATE_WM_HZ_OP.
- */
- if (clear_depth) {
- cmd_buffer->state.pending_pipe_bits |=
- ANV_PIPE_DEPTH_CACHE_FLUSH_BIT | ANV_PIPE_DEPTH_STALL_BIT;
- }
- }
- }
-
- if (!clear_with_hiz) {
- clear_depth_stencil_attachment(cmd_buffer, &batch,
- &clear_att, 1, &clear_rect);
- }
-
- cmd_state->attachments[ds].pending_clear_aspects = 0;
- }
-
- blorp_batch_finish(&batch);
-}
-
static void
resolve_surface(struct blorp_batch *batch,
struct blorp_surf *src_surf,
@@ -1564,6 +1427,50 @@ anv_image_clear_color(struct anv_cmd_buffer *cmd_buffer,
}
void
+anv_image_clear_depth_stencil(struct anv_cmd_buffer *cmd_buffer,
+ const struct anv_image *image,
+ VkImageAspectFlags aspects,
+ enum isl_aux_usage depth_aux_usage,
+ uint32_t level,
+ uint32_t base_layer, uint32_t layer_count,
+ VkRect2D area,
+ float depth_value, uint8_t stencil_value)
+{
+ assert(image->aspects & (VK_IMAGE_ASPECT_DEPTH_BIT |
+ VK_IMAGE_ASPECT_STENCIL_BIT));
+
+ struct blorp_batch batch;
+ blorp_batch_init(&cmd_buffer->device->blorp, &batch, cmd_buffer, 0);
+
+ struct blorp_surf depth = {};
+ if (aspects & VK_IMAGE_ASPECT_DEPTH_BIT) {
+ get_blorp_surf_for_anv_image(cmd_buffer->device,
+ image, VK_IMAGE_ASPECT_DEPTH_BIT,
+ depth_aux_usage, &depth);
+ depth.clear_color.f32[0] = ANV_HZ_FC_VAL;
+ }
+
+ struct blorp_surf stencil = {};
+ if (aspects & VK_IMAGE_ASPECT_STENCIL_BIT) {
+ get_blorp_surf_for_anv_image(cmd_buffer->device,
+ image, VK_IMAGE_ASPECT_STENCIL_BIT,
+ ISL_AUX_USAGE_NONE, &stencil);
+ }
+
+ blorp_clear_depth_stencil(&batch, &depth, &stencil,
+ level, base_layer, layer_count,
+ area.offset.x, area.offset.y,
+ area.offset.x + area.extent.width,
+ area.offset.y + area.extent.height,
+ aspects & VK_IMAGE_ASPECT_DEPTH_BIT,
+ depth_value,
+ (aspects & VK_IMAGE_ASPECT_STENCIL_BIT) ? 0xff : 0,
+ stencil_value);
+
+ blorp_batch_finish(&batch);
+}
+
+void
anv_image_hiz_op(struct anv_cmd_buffer *cmd_buffer,
const struct anv_image *image,
VkImageAspectFlagBits aspect, uint32_t level,
@@ -1590,6 +1497,65 @@ anv_image_hiz_op(struct anv_cmd_buffer *cmd_buffer,
}
void
+anv_image_hiz_clear(struct anv_cmd_buffer *cmd_buffer,
+ const struct anv_image *image,
+ VkImageAspectFlags aspects,
+ uint32_t level,
+ uint32_t base_layer, uint32_t layer_count,
+ VkRect2D area, uint8_t stencil_value)
+{
+ assert(image->aspects & (VK_IMAGE_ASPECT_DEPTH_BIT |
+ VK_IMAGE_ASPECT_STENCIL_BIT));
+
+ struct blorp_batch batch;
+ blorp_batch_init(&cmd_buffer->device->blorp, &batch, cmd_buffer, 0);
+
+ struct blorp_surf depth = {};
+ if (aspects & VK_IMAGE_ASPECT_DEPTH_BIT) {
+ assert(base_layer + layer_count <=
+ anv_image_aux_layers(image, VK_IMAGE_ASPECT_DEPTH_BIT, level));
+ get_blorp_surf_for_anv_image(cmd_buffer->device,
+ image, VK_IMAGE_ASPECT_DEPTH_BIT,
+ ISL_AUX_USAGE_HIZ, &depth);
+ depth.clear_color.f32[0] = ANV_HZ_FC_VAL;
+ }
+
+ struct blorp_surf stencil = {};
+ if (aspects & VK_IMAGE_ASPECT_STENCIL_BIT) {
+ get_blorp_surf_for_anv_image(cmd_buffer->device,
+ image, VK_IMAGE_ASPECT_STENCIL_BIT,
+ ISL_AUX_USAGE_NONE, &stencil);
+ }
+
+ blorp_hiz_clear_depth_stencil(&batch, &depth, &stencil,
+ level, base_layer, layer_count,
+ area.offset.x, area.offset.y,
+ area.offset.x + area.extent.width,
+ area.offset.y + area.extent.height,
+ aspects & VK_IMAGE_ASPECT_DEPTH_BIT,
+ ANV_HZ_FC_VAL,
+ aspects & VK_IMAGE_ASPECT_STENCIL_BIT,
+ stencil_value);
+
+ blorp_batch_finish(&batch);
+
+ /* From the SKL PRM, Depth Buffer Clear:
+ *
+ * Depth Buffer Clear Workaround
+ * Depth buffer clear pass using any of the methods (WM_STATE, 3DSTATE_WM
+ * or 3DSTATE_WM_HZ_OP) must be followed by a PIPE_CONTROL command with
+ * DEPTH_STALL bit and Depth FLUSH bits “set” before starting to render.
+ * DepthStall and DepthFlush are not needed between consecutive depth clear
+ * passes nor is it required if the depth-clear pass was done with
+ * “full_surf_clear” bit set in the 3DSTATE_WM_HZ_OP.
+ */
+ if (aspects & VK_IMAGE_ASPECT_DEPTH_BIT) {
+ cmd_buffer->state.pending_pipe_bits |=
+ ANV_PIPE_DEPTH_CACHE_FLUSH_BIT | ANV_PIPE_DEPTH_STALL_BIT;
+ }
+}
+
+void
anv_image_mcs_op(struct anv_cmd_buffer *cmd_buffer,
const struct anv_image *image,
VkImageAspectFlagBits aspect,