diff options
author | Jason Ekstrand <[email protected]> | 2017-11-21 14:46:25 -0800 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2018-02-20 13:49:24 -0800 |
commit | 6fc85556108794169657d8fdc6cf2377c0de08b3 (patch) | |
tree | 025c63581740f220ba14f40ac4de6954d9c576eb /src/intel/vulkan/anv_blorp.c | |
parent | 79918389739e178da117ec3195594eaeaa943284 (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.c | 240 |
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, |