diff options
author | Jason Ekstrand <[email protected]> | 2017-05-17 19:02:42 -0700 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2017-05-23 16:46:03 -0700 |
commit | 75edecf5020a9b833ff7e2929f64ceb11c9df679 (patch) | |
tree | efc272e3be60a5d462d165112f6bb731c65f46a1 /src/intel/vulkan/anv_blorp.c | |
parent | 7e04ae74d44105dca8190fc2fdd2ab8581cbe698 (diff) |
anv: Handle color layout transitions from the UNINITIALIZED layout
This causes dEQP-VK.api.copy_and_blit.resolve_image.partial.* to start
failing due to test bugs. See CL 1031 for a test fix.
Reviewed-by: Nanley Chery <[email protected]>
Cc: "17.1" <[email protected]>
Diffstat (limited to 'src/intel/vulkan/anv_blorp.c')
-rw-r--r-- | src/intel/vulkan/anv_blorp.c | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/src/intel/vulkan/anv_blorp.c b/src/intel/vulkan/anv_blorp.c index 974ea310cfa..45cbbb86900 100644 --- a/src/intel/vulkan/anv_blorp.c +++ b/src/intel/vulkan/anv_blorp.c @@ -1414,6 +1414,73 @@ void anv_CmdResolveImage( blorp_batch_finish(&batch); } +void +anv_image_ccs_clear(struct anv_cmd_buffer *cmd_buffer, + const struct anv_image *image, + const struct isl_view *view, + const VkImageSubresourceRange *subresourceRange) +{ + assert(image->type == VK_IMAGE_TYPE_3D || image->extent.depth == 1); + + struct blorp_batch batch; + blorp_batch_init(&cmd_buffer->device->blorp, &batch, cmd_buffer, 0); + + struct blorp_surf surf; + get_blorp_surf_for_anv_image(image, VK_IMAGE_ASPECT_COLOR_BIT, + image->aux_usage, &surf); + + /* From the Sky Lake PRM Vol. 7, "Render Target Fast Clear": + * + * "After Render target fast clear, pipe-control with color cache + * write-flush must be issued before sending any DRAW commands on + * that render target." + * + * This comment is a bit cryptic and doesn't really tell you what's going + * or what's really needed. It appears that fast clear ops are not + * properly synchronized with other drawing. This means that we cannot + * have a fast clear operation in the pipe at the same time as other + * regular drawing operations. We need to use a PIPE_CONTROL to ensure + * that the contents of the previous draw hit the render target before we + * resolve and then use a second PIPE_CONTROL after the resolve to ensure + * that it is completed before any additional drawing occurs. + */ + cmd_buffer->state.pending_pipe_bits |= + ANV_PIPE_RENDER_TARGET_CACHE_FLUSH_BIT | ANV_PIPE_CS_STALL_BIT; + + const uint32_t level_count = + view ? view->levels : anv_get_levelCount(image, subresourceRange); + for (uint32_t l = 0; l < level_count; l++) { + const uint32_t level = + (view ? view->base_level : subresourceRange->baseMipLevel) + l; + + const VkExtent3D extent = { + .width = anv_minify(image->extent.width, level), + .height = anv_minify(image->extent.height, level), + .depth = anv_minify(image->extent.depth, level), + }; + + /* Blorp likes to treat 2D_ARRAY and 3D the same. */ + uint32_t blorp_base_layer, blorp_layer_count; + if (view) { + blorp_base_layer = view->base_array_layer; + blorp_layer_count = view->array_len; + } else if (image->type == VK_IMAGE_TYPE_3D) { + blorp_base_layer = 0; + blorp_layer_count = extent.depth; + } else { + blorp_base_layer = subresourceRange->baseArrayLayer; + blorp_layer_count = anv_get_layerCount(image, subresourceRange); + } + + blorp_fast_clear(&batch, &surf, surf.surf->format, + level, blorp_base_layer, blorp_layer_count, + 0, 0, extent.width, extent.height); + } + + cmd_buffer->state.pending_pipe_bits |= + ANV_PIPE_RENDER_TARGET_CACHE_FLUSH_BIT | ANV_PIPE_CS_STALL_BIT; +} + static void ccs_resolve_attachment(struct anv_cmd_buffer *cmd_buffer, struct blorp_batch *batch, |