/* * Copyright © 2015 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include "radv_meta.h" #include "nir/nir_builder.h" struct blit_region { VkOffset3D src_offset; VkExtent3D src_extent; VkOffset3D dest_offset; VkExtent3D dest_extent; }; static nir_shader * build_nir_vertex_shader(void) { const struct glsl_type *vec4 = glsl_vec4_type(); nir_builder b; nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL); b.shader->info.name = ralloc_strdup(b.shader, "meta_blit_vs"); nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "gl_Position"); pos_out->data.location = VARYING_SLOT_POS; nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "v_tex_pos"); tex_pos_out->data.location = VARYING_SLOT_VAR0; tex_pos_out->data.interpolation = INTERP_MODE_SMOOTH; nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&b); nir_store_var(&b, pos_out, outvec, 0xf); nir_intrinsic_instr *src_box = nir_intrinsic_instr_create(b.shader, nir_intrinsic_load_push_constant); src_box->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0)); nir_intrinsic_set_base(src_box, 0); nir_intrinsic_set_range(src_box, 16); src_box->num_components = 4; nir_ssa_dest_init(&src_box->instr, &src_box->dest, 4, 32, "src_box"); nir_builder_instr_insert(&b, &src_box->instr); nir_intrinsic_instr *src0_z = nir_intrinsic_instr_create(b.shader, nir_intrinsic_load_push_constant); src0_z->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0)); nir_intrinsic_set_base(src0_z, 16); nir_intrinsic_set_range(src0_z, 4); src0_z->num_components = 1; nir_ssa_dest_init(&src0_z->instr, &src0_z->dest, 1, 32, "src0_z"); nir_builder_instr_insert(&b, &src0_z->instr); nir_intrinsic_instr *vertex_id = nir_intrinsic_instr_create(b.shader, nir_intrinsic_load_vertex_id_zero_base); nir_ssa_dest_init(&vertex_id->instr, &vertex_id->dest, 1, 32, "vertexid"); nir_builder_instr_insert(&b, &vertex_id->instr); /* vertex 0 - src0_x, src0_y, src0_z */ /* vertex 1 - src0_x, src1_y, src0_z*/ /* vertex 2 - src1_x, src0_y, src0_z */ /* so channel 0 is vertex_id != 2 ? src_x : src_x + w channel 1 is vertex id != 1 ? src_y : src_y + w */ nir_ssa_def *c0cmp = nir_ine(&b, &vertex_id->dest.ssa, nir_imm_int(&b, 2)); nir_ssa_def *c1cmp = nir_ine(&b, &vertex_id->dest.ssa, nir_imm_int(&b, 1)); nir_ssa_def *comp[4]; comp[0] = nir_bcsel(&b, c0cmp, nir_channel(&b, &src_box->dest.ssa, 0), nir_channel(&b, &src_box->dest.ssa, 2)); comp[1] = nir_bcsel(&b, c1cmp, nir_channel(&b, &src_box->dest.ssa, 1), nir_channel(&b, &src_box->dest.ssa, 3)); comp[2] = &src0_z->dest.ssa; comp[3] = nir_imm_float(&b, 1.0); nir_ssa_def *out_tex_vec = nir_vec(&b, comp, 4); nir_store_var(&b, tex_pos_out, out_tex_vec, 0xf); return b.shader; } static nir_shader * build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim) { char shader_name[64]; const struct glsl_type *vec4 = glsl_vec4_type(); nir_builder b; nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL); sprintf(shader_name, "meta_blit_fs.%d", tex_dim); b.shader->info.name = ralloc_strdup(b.shader, shader_name); nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec4, "v_tex_pos"); tex_pos_in->data.location = VARYING_SLOT_VAR0; /* Swizzle the array index which comes in as Z coordinate into the right * position. */ unsigned swz[] = { 0, (tex_dim == GLSL_SAMPLER_DIM_1D ? 2 : 1), 2 }; nir_ssa_def *const tex_pos = nir_swizzle(&b, nir_load_var(&b, tex_pos_in), swz, (tex_dim == GLSL_SAMPLER_DIM_1D ? 2 : 3), false); const struct glsl_type *sampler_type = glsl_sampler_type(tex_dim, false, tex_dim != GLSL_SAMPLER_DIM_3D, glsl_get_base_type(vec4)); nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex"); sampler->data.descriptor_set = 0; sampler->data.binding = 0; nir_tex_instr *tex = nir_tex_instr_create(b.shader, 1); tex->sampler_dim = tex_dim; tex->op = nir_texop_tex; tex->src[0].src_type = nir_tex_src_coord; tex->src[0].src = nir_src_for_ssa(tex_pos); tex->dest_type = nir_type_float; /* TODO */ tex->is_array = glsl_sampler_type_is_array(sampler_type); tex->coord_components = tex_pos->num_components; tex->texture = nir_deref_var_create(tex, sampler); tex->sampler = nir_deref_var_create(tex, sampler); nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, "tex"); nir_builder_instr_insert(&b, &tex->instr); nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); color_out->data.location = FRAG_RESULT_DATA0; nir_store_var(&b, color_out, &tex->dest.ssa, 0xf); return b.shader; } static nir_shader * build_nir_copy_fragment_shader_depth(enum glsl_sampler_dim tex_dim) { char shader_name[64]; const struct glsl_type *vec4 = glsl_vec4_type(); nir_builder b; nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL); sprintf(shader_name, "meta_blit_depth_fs.%d", tex_dim); b.shader->info.name = ralloc_strdup(b.shader, shader_name); nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec4, "v_tex_pos"); tex_pos_in->data.location = VARYING_SLOT_VAR0; /* Swizzle the array index which comes in as Z coordinate into the right * position. */ unsigned swz[] = { 0, (tex_dim == GLSL_SAMPLER_DIM_1D ? 2 : 1), 2 }; nir_ssa_def *const tex_pos = nir_swizzle(&b, nir_load_var(&b, tex_pos_in), swz, (tex_dim == GLSL_SAMPLER_DIM_1D ? 2 : 3), false); const struct glsl_type *sampler_type = glsl_sampler_type(tex_dim, false, tex_dim != GLSL_SAMPLER_DIM_3D, glsl_get_base_type(vec4)); nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex"); sampler->data.descriptor_set = 0; sampler->data.binding = 0; nir_tex_instr *tex = nir_tex_instr_create(b.shader, 1); tex->sampler_dim = tex_dim; tex->op = nir_texop_tex; tex->src[0].src_type = nir_tex_src_coord; tex->src[0].src = nir_src_for_ssa(tex_pos); tex->dest_type = nir_type_float; /* TODO */ tex->is_array = glsl_sampler_type_is_array(sampler_type); tex->coord_components = tex_pos->num_components; tex->texture = nir_deref_var_create(tex, sampler); tex->sampler = nir_deref_var_create(tex, sampler); nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, "tex"); nir_builder_instr_insert(&b, &tex->instr); nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); color_out->data.location = FRAG_RESULT_DEPTH; nir_store_var(&b, color_out, &tex->dest.ssa, 0x1); return b.shader; } static nir_shader * build_nir_copy_fragment_shader_stencil(enum glsl_sampler_dim tex_dim) { char shader_name[64]; const struct glsl_type *vec4 = glsl_vec4_type(); nir_builder b; nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL); sprintf(shader_name, "meta_blit_stencil_fs.%d", tex_dim); b.shader->info.name = ralloc_strdup(b.shader, shader_name); nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec4, "v_tex_pos"); tex_pos_in->data.location = VARYING_SLOT_VAR0; /* Swizzle the array index which comes in as Z coordinate into the right * position. */ unsigned swz[] = { 0, (tex_dim == GLSL_SAMPLER_DIM_1D ? 2 : 1), 2 }; nir_ssa_def *const tex_pos = nir_swizzle(&b, nir_load_var(&b, tex_pos_in), swz, (tex_dim == GLSL_SAMPLER_DIM_1D ? 2 : 3), false); const struct glsl_type *sampler_type = glsl_sampler_type(tex_dim, false, tex_dim != GLSL_SAMPLER_DIM_3D, glsl_get_base_type(vec4)); nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex"); sampler->data.descriptor_set = 0; sampler->data.binding = 0; nir_tex_instr *tex = nir_tex_instr_create(b.shader, 1); tex->sampler_dim = tex_dim; tex->op = nir_texop_tex; tex->src[0].src_type = nir_tex_src_coord; tex->src[0].src = nir_src_for_ssa(tex_pos); tex->dest_type = nir_type_float; /* TODO */ tex->is_array = glsl_sampler_type_is_array(sampler_type); tex->coord_components = tex_pos->num_components; tex->texture = nir_deref_var_create(tex, sampler); tex->sampler = nir_deref_var_create(tex, sampler); nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, "tex"); nir_builder_instr_insert(&b, &tex->instr); nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); color_out->data.location = FRAG_RESULT_STENCIL; nir_store_var(&b, color_out, &tex->dest.ssa, 0x1); return b.shader; } static void meta_emit_blit(struct radv_cmd_buffer *cmd_buffer, struct radv_image *src_image, struct radv_image_view *src_iview, VkOffset3D src_offset_0, VkOffset3D src_offset_1, struct radv_image *dest_image, struct radv_image_view *dest_iview, VkOffset2D dest_offset_0, VkOffset2D dest_offset_1, VkRect2D dest_box, VkFilter blit_filter) { struct radv_device *device = cmd_buffer->device; uint32_t src_width = radv_minify(src_iview->image->info.width, src_iview->base_mip); uint32_t src_height = radv_minify(src_iview->image->info.height, src_iview->base_mip); uint32_t src_depth = radv_minify(src_iview->image->info.depth, src_iview->base_mip); uint32_t dst_width = radv_minify(dest_iview->image->info.width, dest_iview->base_mip); uint32_t dst_height = radv_minify(dest_iview->image->info.height, dest_iview->base_mip); assert(src_image->info.samples == dest_image->info.samples); float vertex_push_constants[5] = { (float)src_offset_0.x / (float)src_width, (float)src_offset_0.y / (float)src_height, (float)src_offset_1.x / (float)src_width, (float)src_offset_1.y / (float)src_height, (float)src_offset_0.z / (float)src_depth, }; radv_CmdPushConstants(radv_cmd_buffer_to_handle(cmd_buffer), device->meta_state.blit.pipeline_layout, VK_SHADER_STAGE_VERTEX_BIT, 0, 20, vertex_push_constants); VkSampler sampler; radv_CreateSampler(radv_device_to_handle(device), &(VkSamplerCreateInfo) { .sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO, .magFilter = blit_filter, .minFilter = blit_filter, .addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, .addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, .addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, }, &cmd_buffer->pool->alloc, &sampler); VkFramebuffer fb; radv_CreateFramebuffer(radv_device_to_handle(device), &(VkFramebufferCreateInfo) { .sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO, .attachmentCount = 1, .pAttachments = (VkImageView[]) { radv_image_view_to_handle(dest_iview), }, .width = dst_width, .height = dst_height, .layers = 1, }, &cmd_buffer->pool->alloc, &fb); VkPipeline pipeline; switch (src_iview->aspect_mask) { case VK_IMAGE_ASPECT_COLOR_BIT: { unsigned fs_key = radv_format_meta_fs_key(dest_image->vk_format); radv_CmdBeginRenderPass(radv_cmd_buffer_to_handle(cmd_buffer), &(VkRenderPassBeginInfo) { .sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO, .renderPass = device->meta_state.blit.render_pass[fs_key], .framebuffer = fb, .renderArea = { .offset = { dest_box.offset.x, dest_box.offset.y }, .extent = { dest_box.extent.width, dest_box.extent.height }, }, .clearValueCount = 0, .pClearValues = NULL, }, VK_SUBPASS_CONTENTS_INLINE); switch (src_image->type) { case VK_IMAGE_TYPE_1D: pipeline = device->meta_state.blit.pipeline_1d_src[fs_key]; break; case VK_IMAGE_TYPE_2D: pipeline = device->meta_state.blit.pipeline_2d_src[fs_key]; break; case VK_IMAGE_TYPE_3D: pipeline = device->meta_state.blit.pipeline_3d_src[fs_key]; break; default: unreachable(!"bad VkImageType"); } break; } case VK_IMAGE_ASPECT_DEPTH_BIT: radv_CmdBeginRenderPass(radv_cmd_buffer_to_handle(cmd_buffer), &(VkRenderPassBeginInfo) { .sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO, .renderPass = device->meta_state.blit.depth_only_rp, .framebuffer = fb, .renderArea = { .offset = { dest_box.offset.x, dest_box.offset.y }, .extent = { dest_box.extent.width, dest_box.extent.height }, }, .clearValueCount = 0, .pClearValues = NULL, }, VK_SUBPASS_CONTENTS_INLINE); switch (src_image->type) { case VK_IMAGE_TYPE_1D: pipeline = device->meta_state.blit.depth_only_1d_pipeline; break; case VK_IMAGE_TYPE_2D: pipeline = device->meta_state.blit.depth_only_2d_pipeline; break; case VK_IMAGE_TYPE_3D: pipeline = device->meta_state.blit.depth_only_3d_pipeline; break; default: unreachable(!"bad VkImageType"); } break; case VK_IMAGE_ASPECT_STENCIL_BIT: radv_CmdBeginRenderPass(radv_cmd_buffer_to_handle(cmd_buffer), &(VkRenderPassBeginInfo) { .sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO, .renderPass = device->meta_state.blit.stencil_only_rp, .framebuffer = fb, .renderArea = { .offset = { dest_box.offset.x, dest_box.offset.y }, .extent = { dest_box.extent.width, dest_box.extent.height }, }, .clearValueCount = 0, .pClearValues = NULL, }, VK_SUBPASS_CONTENTS_INLINE); switch (src_image->type) { case VK_IMAGE_TYPE_1D: pipeline = device->meta_state.blit.stencil_only_1d_pipeline; break; case VK_IMAGE_TYPE_2D: pipeline = device->meta_state.blit.stencil_only_2d_pipeline; break; case VK_IMAGE_TYPE_3D: pipeline = device->meta_state.blit.stencil_only_3d_pipeline; break; default: unreachable(!"bad VkImageType"); } break; default: unreachable(!"bad VkImageType"); } radv_CmdBindPipeline(radv_cmd_buffer_to_handle(cmd_buffer), VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); radv_meta_push_descriptor_set(cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, device->meta_state.blit.pipeline_layout, 0, /* set */ 1, /* descriptorWriteCount */ (VkWriteDescriptorSet[]) { { .sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, .dstBinding = 0, .dstArrayElement = 0, .descriptorCount = 1, .descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, .pImageInfo = (VkDescriptorImageInfo[]) { { .sampler = sampler, .imageView = radv_image_view_to_handle(src_iview), .imageLayout = VK_IMAGE_LAYOUT_GENERAL, }, } } }); radv_CmdSetViewport(radv_cmd_buffer_to_handle(cmd_buffer), 0, 1, &(VkViewport) { .x = dest_offset_0.x, .y = dest_offset_0.y, .width = dest_offset_1.x - dest_offset_0.x, .height = dest_offset_1.y - dest_offset_0.y, .minDepth = 0.0f, .maxDepth = 1.0f }); radv_CmdSetScissor(radv_cmd_buffer_to_handle(cmd_buffer), 0, 1, &(VkRect2D) { .offset = (VkOffset2D) { MIN2(dest_offset_0.x, dest_offset_1.x), MIN2(dest_offset_0.y, dest_offset_1.y) }, .extent = (VkExtent2D) { abs(dest_offset_1.x - dest_offset_0.x), abs(dest_offset_1.y - dest_offset_0.y) }, }); radv_CmdDraw(radv_cmd_buffer_to_handle(cmd_buffer), 3, 1, 0, 0); radv_CmdEndRenderPass(radv_cmd_buffer_to_handle(cmd_buffer)); /* At the point where we emit the draw call, all data from the * descriptor sets, etc. has been used. We are free to delete it. */ /* TODO: above comment is not valid for at least descriptor sets/pools, * as we may not free them till after execution finishes. Check others. */ radv_DestroySampler(radv_device_to_handle(device), sampler, &cmd_buffer->pool->alloc); radv_DestroyFramebuffer(radv_device_to_handle(device), fb, &cmd_buffer->pool->alloc); } static bool flip_coords(unsigned *src0, unsigned *src1, unsigned *dst0, unsigned *dst1) { bool flip = false; if (*src0 > *src1) { unsigned tmp = *src0; *src0 = *src1; *src1 = tmp; flip = !flip; } if (*dst0 > *dst1) { unsigned tmp = *dst0; *dst0 = *dst1; *dst1 = tmp; flip = !flip; } return flip; } void radv_CmdBlitImage( VkCommandBuffer commandBuffer, VkImage srcImage, VkImageLayout srcImageLayout, VkImage destImage, VkImageLayout destImageLayout, uint32_t regionCount, const VkImageBlit* pRegions, VkFilter filter) { RADV_FROM_HANDLE(radv_cmd_buffer, cmd_buffer, commandBuffer); RADV_FROM_HANDLE(radv_image, src_image, srcImage); RADV_FROM_HANDLE(radv_image, dest_image, destImage); struct radv_meta_saved_state saved_state; /* From the Vulkan 1.0 spec: * * vkCmdBlitImage must not be used for multisampled source or * destination images. Use vkCmdResolveImage for this purpose. */ assert(src_image->info.samples == 1); assert(dest_image->info.samples == 1); radv_meta_save(&saved_state, cmd_buffer, RADV_META_SAVE_GRAPHICS_PIPELINE | RADV_META_SAVE_CONSTANTS | RADV_META_SAVE_DESCRIPTORS); for (unsigned r = 0; r < regionCount; r++) { const VkImageSubresourceLayers *src_res = &pRegions[r].srcSubresource; const VkImageSubresourceLayers *dst_res = &pRegions[r].dstSubresource; unsigned dst_start, dst_end; if (dest_image->type == VK_IMAGE_TYPE_3D) { assert(dst_res->baseArrayLayer == 0); dst_start = pRegions[r].dstOffsets[0].z; dst_end = pRegions[r].dstOffsets[1].z; } else { dst_start = dst_res->baseArrayLayer; dst_end = dst_start + dst_res->layerCount; } unsigned src_start, src_end; if (src_image->type == VK_IMAGE_TYPE_3D) { assert(src_res->baseArrayLayer == 0); src_start = pRegions[r].srcOffsets[0].z; src_end = pRegions[r].srcOffsets[1].z; } else { src_start = src_res->baseArrayLayer; src_end = src_start + src_res->layerCount; } bool flip_z = flip_coords(&src_start, &src_end, &dst_start, &dst_end); float src_z_step = (float)(src_end + 1 - src_start) / (float)(dst_end + 1 - dst_start); if (flip_z) { src_start = src_end; src_z_step *= -1; } unsigned src_x0 = pRegions[r].srcOffsets[0].x; unsigned src_x1 = pRegions[r].srcOffsets[1].x; unsigned dst_x0 = pRegions[r].dstOffsets[0].x; unsigned dst_x1 = pRegions[r].dstOffsets[1].x; unsigned src_y0 = pRegions[r].srcOffsets[0].y; unsigned src_y1 = pRegions[r].srcOffsets[1].y; unsigned dst_y0 = pRegions[r].dstOffsets[0].y; unsigned dst_y1 = pRegions[r].dstOffsets[1].y; VkRect2D dest_box; dest_box.offset.x = MIN2(dst_x0, dst_x1); dest_box.offset.y = MIN2(dst_y0, dst_y1); dest_box.extent.width = abs(dst_x1 - dst_x0); dest_box.extent.height = abs(dst_y1 - dst_y0); const unsigned num_layers = dst_end - dst_start; for (unsigned i = 0; i < num_layers; i++) { struct radv_image_view dest_iview, src_iview; const VkOffset2D dest_offset_0 = { .x = dst_x0, .y = dst_y0, }; const VkOffset2D dest_offset_1 = { .x = dst_x1, .y = dst_y1, }; VkOffset3D src_offset_0 = { .x = src_x0, .y = src_y0, .z = src_start + i * src_z_step, }; VkOffset3D src_offset_1 = { .x = src_x1, .y = src_y1, .z = src_start + i * src_z_step, }; const uint32_t dest_array_slice = dst_start + i; /* 3D images have just 1 layer */ const uint32_t src_array_slice = src_image->type == VK_IMAGE_TYPE_3D ? 0 : src_start + i; radv_image_view_init(&dest_iview, cmd_buffer->device, &(VkImageViewCreateInfo) { .sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO, .image = destImage, .viewType = radv_meta_get_view_type(dest_image), .format = dest_image->vk_format, .subresourceRange = { .aspectMask = dst_res->aspectMask, .baseMipLevel = dst_res->mipLevel, .levelCount = 1, .baseArrayLayer = dest_array_slice, .layerCount = 1 }, }); radv_image_view_init(&src_iview, cmd_buffer->device, &(VkImageViewCreateInfo) { .sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO, .image = srcImage, .viewType = radv_meta_get_view_type(src_image), .format = src_image->vk_format, .subresourceRange = { .aspectMask = src_res->aspectMask, .baseMipLevel = src_res->mipLevel, .levelCount = 1, .baseArrayLayer = src_array_slice, .layerCount = 1 }, }); meta_emit_blit(cmd_buffer, src_image, &src_iview, src_offset_0, src_offset_1, dest_image, &dest_iview, dest_offset_0, dest_offset_1, dest_box, filter); } } radv_meta_restore(&saved_state, cmd_buffer); } void radv_device_finish_meta_blit_state(struct radv_device *device) { struct radv_meta_state *state = &device->meta_state; for (unsigned i = 0; i < NUM_META_FS_KEYS; ++i) { radv_DestroyRenderPass(radv_device_to_handle(device), state->blit.render_pass[i], &state->alloc); radv_DestroyPipeline(radv_device_to_handle(device), state->blit.pipeline_1d_src[i], &state->alloc); radv_DestroyPipeline(radv_device_to_handle(device), state->blit.pipeline_2d_src[i], &state->alloc); radv_DestroyPipeline(radv_device_to_handle(device), state->blit.pipeline_3d_src[i], &state->alloc); } radv_DestroyRenderPass(radv_device_to_handle(device), state->blit.depth_only_rp, &state->alloc); radv_DestroyPipeline(radv_device_to_handle(device), state->blit.depth_only_1d_pipeline, &state->alloc); radv_DestroyPipeline(radv_device_to_handle(device), state->blit.depth_only_2d_pipeline, &state->alloc); radv_DestroyPipeline(radv_device_to_handle(device), state->blit.depth_only_3d_pipeline, &state->alloc); radv_DestroyRenderPass(radv_device_to_handle(device), state->blit.stencil_only_rp, &state->alloc); radv_DestroyPipeline(radv_device_to_handle(device), state->blit.stencil_only_1d_pipeline, &state->alloc); radv_DestroyPipeline(radv_device_to_handle(device), state->blit.stencil_only_2d_pipeline, &state->alloc); radv_DestroyPipeline(radv_device_to_handle(device), state->blit.stencil_only_3d_pipeline, &state->alloc); radv_DestroyPipelineLayout(radv_device_to_handle(device), state->blit.pipeline_layout, &state->alloc); radv_DestroyDescriptorSetLayout(radv_device_to_handle(device), state->blit.ds_layout, &state->alloc); } static VkFormat pipeline_formats[] = { VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_R8G8B8A8_UINT, VK_FORMAT_R8G8B8A8_SINT, VK_FORMAT_A2R10G10B10_UINT_PACK32, VK_FORMAT_A2R10G10B10_SINT_PACK32, VK_FORMAT_R16G16B16A16_UNORM, VK_FORMAT_R16G16B16A16_SNORM, VK_FORMAT_R16G16B16A16_UINT, VK_FORMAT_R16G16B16A16_SINT, VK_FORMAT_R32_SFLOAT, VK_FORMAT_R32G32_SFLOAT, VK_FORMAT_R32G32B32A32_SFLOAT }; static VkResult radv_device_init_meta_blit_color(struct radv_device *device, struct radv_shader_module *vs) { struct radv_shader_module fs_1d = {0}, fs_2d = {0}, fs_3d = {0}; VkResult result; fs_1d.nir = build_nir_copy_fragment_shader(GLSL_SAMPLER_DIM_1D); fs_2d.nir = build_nir_copy_fragment_shader(GLSL_SAMPLER_DIM_2D); fs_3d.nir = build_nir_copy_fragment_shader(GLSL_SAMPLER_DIM_3D); for (unsigned i = 0; i < ARRAY_SIZE(pipeline_formats); ++i) { unsigned key = radv_format_meta_fs_key(pipeline_formats[i]); result = radv_CreateRenderPass(radv_device_to_handle(device), &(VkRenderPassCreateInfo) { .sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO, .attachmentCount = 1, .pAttachments = &(VkAttachmentDescription) { .format = pipeline_formats[i], .loadOp = VK_ATTACHMENT_LOAD_OP_LOAD, .storeOp = VK_ATTACHMENT_STORE_OP_STORE, .initialLayout = VK_IMAGE_LAYOUT_GENERAL, .finalLayout = VK_IMAGE_LAYOUT_GENERAL, }, .subpassCount = 1, .pSubpasses = &(VkSubpassDescription) { .pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS, .inputAttachmentCount = 0, .colorAttachmentCount = 1, .pColorAttachments = &(VkAttachmentReference) { .attachment = 0, .layout = VK_IMAGE_LAYOUT_GENERAL, }, .pResolveAttachments = NULL, .pDepthStencilAttachment = &(VkAttachmentReference) { .attachment = VK_ATTACHMENT_UNUSED, .layout = VK_IMAGE_LAYOUT_GENERAL, }, .preserveAttachmentCount = 1, .pPreserveAttachments = (uint32_t[]) { 0 }, }, .dependencyCount = 0, }, &device->meta_state.alloc, &device->meta_state.blit.render_pass[key]); if (result != VK_SUCCESS) goto fail; VkPipelineVertexInputStateCreateInfo vi_create_info = { .sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO, .vertexBindingDescriptionCount = 0, .vertexAttributeDescriptionCount = 0, }; VkPipelineShaderStageCreateInfo pipeline_shader_stages[] = { { .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, .stage = VK_SHADER_STAGE_VERTEX_BIT, .module = radv_shader_module_to_handle(vs), .pName = "main", .pSpecializationInfo = NULL }, { .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, .stage = VK_SHADER_STAGE_FRAGMENT_BIT, .module = VK_NULL_HANDLE, /* TEMPLATE VALUE! FILL ME IN! */ .pName = "main", .pSpecializationInfo = NULL }, }; const VkGraphicsPipelineCreateInfo vk_pipeline_info = { .sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO, .stageCount = ARRAY_SIZE(pipeline_shader_stages), .pStages = pipeline_shader_stages, .pVertexInputState = &vi_create_info, .pInputAssemblyState = &(VkPipelineInputAssemblyStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO, .topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, .primitiveRestartEnable = false, }, .pViewportState = &(VkPipelineViewportStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO, .viewportCount = 1, .scissorCount = 1, }, .pRasterizationState = &(VkPipelineRasterizationStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO, .rasterizerDiscardEnable = false, .polygonMode = VK_POLYGON_MODE_FILL, .cullMode = VK_CULL_MODE_NONE, .frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE }, .pMultisampleState = &(VkPipelineMultisampleStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO, .rasterizationSamples = 1, .sampleShadingEnable = false, .pSampleMask = (VkSampleMask[]) { UINT32_MAX }, }, .pColorBlendState = &(VkPipelineColorBlendStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO, .attachmentCount = 1, .pAttachments = (VkPipelineColorBlendAttachmentState []) { { .colorWriteMask = VK_COLOR_COMPONENT_A_BIT | VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT }, } }, .pDynamicState = &(VkPipelineDynamicStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO, .dynamicStateCount = 4, .pDynamicStates = (VkDynamicState[]) { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_LINE_WIDTH, VK_DYNAMIC_STATE_BLEND_CONSTANTS, }, }, .flags = 0, .layout = device->meta_state.blit.pipeline_layout, .renderPass = device->meta_state.blit.render_pass[key], .subpass = 0, }; const struct radv_graphics_pipeline_create_info radv_pipeline_info = { .use_rectlist = true }; pipeline_shader_stages[1].module = radv_shader_module_to_handle(&fs_1d); result = radv_graphics_pipeline_create(radv_device_to_handle(device), radv_pipeline_cache_to_handle(&device->meta_state.cache), &vk_pipeline_info, &radv_pipeline_info, &device->meta_state.alloc, &device->meta_state.blit.pipeline_1d_src[key]); if (result != VK_SUCCESS) goto fail; pipeline_shader_stages[1].module = radv_shader_module_to_handle(&fs_2d); result = radv_graphics_pipeline_create(radv_device_to_handle(device), radv_pipeline_cache_to_handle(&device->meta_state.cache), &vk_pipeline_info, &radv_pipeline_info, &device->meta_state.alloc, &device->meta_state.blit.pipeline_2d_src[key]); if (result != VK_SUCCESS) goto fail; pipeline_shader_stages[1].module = radv_shader_module_to_handle(&fs_3d); result = radv_graphics_pipeline_create(radv_device_to_handle(device), radv_pipeline_cache_to_handle(&device->meta_state.cache), &vk_pipeline_info, &radv_pipeline_info, &device->meta_state.alloc, &device->meta_state.blit.pipeline_3d_src[key]); if (result != VK_SUCCESS) goto fail; } result = VK_SUCCESS; fail: ralloc_free(fs_1d.nir); ralloc_free(fs_2d.nir); ralloc_free(fs_3d.nir); return result; } static VkResult radv_device_init_meta_blit_depth(struct radv_device *device, struct radv_shader_module *vs) { struct radv_shader_module fs_1d = {0}, fs_2d = {0}, fs_3d = {0}; VkResult result; fs_1d.nir = build_nir_copy_fragment_shader_depth(GLSL_SAMPLER_DIM_1D); fs_2d.nir = build_nir_copy_fragment_shader_depth(GLSL_SAMPLER_DIM_2D); fs_3d.nir = build_nir_copy_fragment_shader_depth(GLSL_SAMPLER_DIM_3D); result = radv_CreateRenderPass(radv_device_to_handle(device), &(VkRenderPassCreateInfo) { .sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO, .attachmentCount = 1, .pAttachments = &(VkAttachmentDescription) { .format = VK_FORMAT_D32_SFLOAT, .loadOp = VK_ATTACHMENT_LOAD_OP_LOAD, .storeOp = VK_ATTACHMENT_STORE_OP_STORE, .initialLayout = VK_IMAGE_LAYOUT_GENERAL, .finalLayout = VK_IMAGE_LAYOUT_GENERAL, }, .subpassCount = 1, .pSubpasses = &(VkSubpassDescription) { .pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS, .inputAttachmentCount = 0, .colorAttachmentCount = 0, .pColorAttachments = NULL, .pResolveAttachments = NULL, .pDepthStencilAttachment = &(VkAttachmentReference) { .attachment = 0, .layout = VK_IMAGE_LAYOUT_GENERAL, }, .preserveAttachmentCount = 1, .pPreserveAttachments = (uint32_t[]) { 0 }, }, .dependencyCount = 0, }, &device->meta_state.alloc, &device->meta_state.blit.depth_only_rp); if (result != VK_SUCCESS) goto fail; VkPipelineVertexInputStateCreateInfo vi_create_info = { .sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO, .vertexBindingDescriptionCount = 0, .vertexAttributeDescriptionCount = 0, }; VkPipelineShaderStageCreateInfo pipeline_shader_stages[] = { { .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, .stage = VK_SHADER_STAGE_VERTEX_BIT, .module = radv_shader_module_to_handle(vs), .pName = "main", .pSpecializationInfo = NULL }, { .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, .stage = VK_SHADER_STAGE_FRAGMENT_BIT, .module = VK_NULL_HANDLE, /* TEMPLATE VALUE! FILL ME IN! */ .pName = "main", .pSpecializationInfo = NULL }, }; const VkGraphicsPipelineCreateInfo vk_pipeline_info = { .sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO, .stageCount = ARRAY_SIZE(pipeline_shader_stages), .pStages = pipeline_shader_stages, .pVertexInputState = &vi_create_info, .pInputAssemblyState = &(VkPipelineInputAssemblyStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO, .topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, .primitiveRestartEnable = false, }, .pViewportState = &(VkPipelineViewportStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO, .viewportCount = 1, .scissorCount = 1, }, .pRasterizationState = &(VkPipelineRasterizationStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO, .rasterizerDiscardEnable = false, .polygonMode = VK_POLYGON_MODE_FILL, .cullMode = VK_CULL_MODE_NONE, .frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE }, .pMultisampleState = &(VkPipelineMultisampleStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO, .rasterizationSamples = 1, .sampleShadingEnable = false, .pSampleMask = (VkSampleMask[]) { UINT32_MAX }, }, .pColorBlendState = &(VkPipelineColorBlendStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO, .attachmentCount = 0, .pAttachments = NULL, }, .pDepthStencilState = &(VkPipelineDepthStencilStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO, .depthTestEnable = true, .depthWriteEnable = true, .depthCompareOp = VK_COMPARE_OP_ALWAYS, }, .pDynamicState = &(VkPipelineDynamicStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO, .dynamicStateCount = 9, .pDynamicStates = (VkDynamicState[]) { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_LINE_WIDTH, VK_DYNAMIC_STATE_DEPTH_BIAS, VK_DYNAMIC_STATE_BLEND_CONSTANTS, VK_DYNAMIC_STATE_DEPTH_BOUNDS, VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK, VK_DYNAMIC_STATE_STENCIL_WRITE_MASK, VK_DYNAMIC_STATE_STENCIL_REFERENCE, }, }, .flags = 0, .layout = device->meta_state.blit.pipeline_layout, .renderPass = device->meta_state.blit.depth_only_rp, .subpass = 0, }; const struct radv_graphics_pipeline_create_info radv_pipeline_info = { .use_rectlist = true }; pipeline_shader_stages[1].module = radv_shader_module_to_handle(&fs_1d); result = radv_graphics_pipeline_create(radv_device_to_handle(device), radv_pipeline_cache_to_handle(&device->meta_state.cache), &vk_pipeline_info, &radv_pipeline_info, &device->meta_state.alloc, &device->meta_state.blit.depth_only_1d_pipeline); if (result != VK_SUCCESS) goto fail; pipeline_shader_stages[1].module = radv_shader_module_to_handle(&fs_2d); result = radv_graphics_pipeline_create(radv_device_to_handle(device), radv_pipeline_cache_to_handle(&device->meta_state.cache), &vk_pipeline_info, &radv_pipeline_info, &device->meta_state.alloc, &device->meta_state.blit.depth_only_2d_pipeline); if (result != VK_SUCCESS) goto fail; pipeline_shader_stages[1].module = radv_shader_module_to_handle(&fs_3d); result = radv_graphics_pipeline_create(radv_device_to_handle(device), radv_pipeline_cache_to_handle(&device->meta_state.cache), &vk_pipeline_info, &radv_pipeline_info, &device->meta_state.alloc, &device->meta_state.blit.depth_only_3d_pipeline); if (result != VK_SUCCESS) goto fail; fail: ralloc_free(fs_1d.nir); ralloc_free(fs_2d.nir); ralloc_free(fs_3d.nir); return result; } static VkResult radv_device_init_meta_blit_stencil(struct radv_device *device, struct radv_shader_module *vs) { struct radv_shader_module fs_1d = {0}, fs_2d = {0}, fs_3d = {0}; VkResult result; fs_1d.nir = build_nir_copy_fragment_shader_stencil(GLSL_SAMPLER_DIM_1D); fs_2d.nir = build_nir_copy_fragment_shader_stencil(GLSL_SAMPLER_DIM_2D); fs_3d.nir = build_nir_copy_fragment_shader_stencil(GLSL_SAMPLER_DIM_3D); result = radv_CreateRenderPass(radv_device_to_handle(device), &(VkRenderPassCreateInfo) { .sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO, .attachmentCount = 1, .pAttachments = &(VkAttachmentDescription) { .format = VK_FORMAT_S8_UINT, .loadOp = VK_ATTACHMENT_LOAD_OP_LOAD, .storeOp = VK_ATTACHMENT_STORE_OP_STORE, .initialLayout = VK_IMAGE_LAYOUT_GENERAL, .finalLayout = VK_IMAGE_LAYOUT_GENERAL, }, .subpassCount = 1, .pSubpasses = &(VkSubpassDescription) { .pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS, .inputAttachmentCount = 0, .colorAttachmentCount = 0, .pColorAttachments = NULL, .pResolveAttachments = NULL, .pDepthStencilAttachment = &(VkAttachmentReference) { .attachment = 0, .layout = VK_IMAGE_LAYOUT_GENERAL, }, .preserveAttachmentCount = 1, .pPreserveAttachments = (uint32_t[]) { 0 }, }, .dependencyCount = 0, }, &device->meta_state.alloc, &device->meta_state.blit.stencil_only_rp); if (result != VK_SUCCESS) goto fail; VkPipelineVertexInputStateCreateInfo vi_create_info = { .sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO, .vertexBindingDescriptionCount = 0, .vertexAttributeDescriptionCount = 0, }; VkPipelineShaderStageCreateInfo pipeline_shader_stages[] = { { .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, .stage = VK_SHADER_STAGE_VERTEX_BIT, .module = radv_shader_module_to_handle(vs), .pName = "main", .pSpecializationInfo = NULL }, { .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, .stage = VK_SHADER_STAGE_FRAGMENT_BIT, .module = VK_NULL_HANDLE, /* TEMPLATE VALUE! FILL ME IN! */ .pName = "main", .pSpecializationInfo = NULL }, }; const VkGraphicsPipelineCreateInfo vk_pipeline_info = { .sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO, .stageCount = ARRAY_SIZE(pipeline_shader_stages), .pStages = pipeline_shader_stages, .pVertexInputState = &vi_create_info, .pInputAssemblyState = &(VkPipelineInputAssemblyStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO, .topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, .primitiveRestartEnable = false, }, .pViewportState = &(VkPipelineViewportStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO, .viewportCount = 1, .scissorCount = 1, }, .pRasterizationState = &(VkPipelineRasterizationStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO, .rasterizerDiscardEnable = false, .polygonMode = VK_POLYGON_MODE_FILL, .cullMode = VK_CULL_MODE_NONE, .frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE }, .pMultisampleState = &(VkPipelineMultisampleStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO, .rasterizationSamples = 1, .sampleShadingEnable = false, .pSampleMask = (VkSampleMask[]) { UINT32_MAX }, }, .pColorBlendState = &(VkPipelineColorBlendStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO, .attachmentCount = 0, .pAttachments = NULL, }, .pDepthStencilState = &(VkPipelineDepthStencilStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO, .depthTestEnable = false, .depthWriteEnable = false, .stencilTestEnable = true, .front = { .failOp = VK_STENCIL_OP_REPLACE, .passOp = VK_STENCIL_OP_REPLACE, .depthFailOp = VK_STENCIL_OP_REPLACE, .compareOp = VK_COMPARE_OP_ALWAYS, .compareMask = 0xff, .writeMask = 0xff, .reference = 0 }, .back = { .failOp = VK_STENCIL_OP_REPLACE, .passOp = VK_STENCIL_OP_REPLACE, .depthFailOp = VK_STENCIL_OP_REPLACE, .compareOp = VK_COMPARE_OP_ALWAYS, .compareMask = 0xff, .writeMask = 0xff, .reference = 0 }, .depthCompareOp = VK_COMPARE_OP_ALWAYS, }, .pDynamicState = &(VkPipelineDynamicStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO, .dynamicStateCount = 6, .pDynamicStates = (VkDynamicState[]) { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_LINE_WIDTH, VK_DYNAMIC_STATE_DEPTH_BIAS, VK_DYNAMIC_STATE_BLEND_CONSTANTS, VK_DYNAMIC_STATE_DEPTH_BOUNDS, }, }, .flags = 0, .layout = device->meta_state.blit.pipeline_layout, .renderPass = device->meta_state.blit.stencil_only_rp, .subpass = 0, }; const struct radv_graphics_pipeline_create_info radv_pipeline_info = { .use_rectlist = true }; pipeline_shader_stages[1].module = radv_shader_module_to_handle(&fs_1d); result = radv_graphics_pipeline_create(radv_device_to_handle(device), radv_pipeline_cache_to_handle(&device->meta_state.cache), &vk_pipeline_info, &radv_pipeline_info, &device->meta_state.alloc, &device->meta_state.blit.stencil_only_1d_pipeline); if (result != VK_SUCCESS) goto fail; pipeline_shader_stages[1].module = radv_shader_module_to_handle(&fs_2d); result = radv_graphics_pipeline_create(radv_device_to_handle(device), radv_pipeline_cache_to_handle(&device->meta_state.cache), &vk_pipeline_info, &radv_pipeline_info, &device->meta_state.alloc, &device->meta_state.blit.stencil_only_2d_pipeline); if (result != VK_SUCCESS) goto fail; pipeline_shader_stages[1].module = radv_shader_module_to_handle(&fs_3d); result = radv_graphics_pipeline_create(radv_device_to_handle(device), radv_pipeline_cache_to_handle(&device->meta_state.cache), &vk_pipeline_info, &radv_pipeline_info, &device->meta_state.alloc, &device->meta_state.blit.stencil_only_3d_pipeline); if (result != VK_SUCCESS) goto fail; fail: ralloc_free(fs_1d.nir); ralloc_free(fs_2d.nir); ralloc_free(fs_3d.nir); return result; } VkResult radv_device_init_meta_blit_state(struct radv_device *device) { VkResult result; struct radv_shader_module vs = {0}; VkDescriptorSetLayoutCreateInfo ds_layout_info = { .sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, .flags = VK_DESCRIPTOR_SET_LAYOUT_CREATE_PUSH_DESCRIPTOR_BIT_KHR, .bindingCount = 1, .pBindings = (VkDescriptorSetLayoutBinding[]) { { .binding = 0, .descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, .descriptorCount = 1, .stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT, .pImmutableSamplers = NULL }, } }; result = radv_CreateDescriptorSetLayout(radv_device_to_handle(device), &ds_layout_info, &device->meta_state.alloc, &device->meta_state.blit.ds_layout); if (result != VK_SUCCESS) goto fail; const VkPushConstantRange push_constant_range = {VK_SHADER_STAGE_VERTEX_BIT, 0, 20}; result = radv_CreatePipelineLayout(radv_device_to_handle(device), &(VkPipelineLayoutCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, .setLayoutCount = 1, .pSetLayouts = &device->meta_state.blit.ds_layout, .pushConstantRangeCount = 1, .pPushConstantRanges = &push_constant_range, }, &device->meta_state.alloc, &device->meta_state.blit.pipeline_layout); if (result != VK_SUCCESS) goto fail; vs.nir = build_nir_vertex_shader(); result = radv_device_init_meta_blit_color(device, &vs); if (result != VK_SUCCESS) goto fail; result = radv_device_init_meta_blit_depth(device, &vs); if (result != VK_SUCCESS) goto fail; result = radv_device_init_meta_blit_stencil(device, &vs); fail: ralloc_free(vs.nir); if (result != VK_SUCCESS) radv_device_finish_meta_blit_state(device); return result; }