/* * 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 "anv_meta.h" #include "anv_private.h" #include "nir/nir_builder.h" #include "util/format_rgb9e5.h" /** Vertex attributes for color clears. */ struct color_clear_vattrs { struct anv_vue_header vue_header; float position[2]; /**< 3DPRIM_RECTLIST */ VkClearColorValue color; }; /** Vertex attributes for depthstencil clears. */ struct depthstencil_clear_vattrs { struct anv_vue_header vue_header; float position[2]; /*<< 3DPRIM_RECTLIST */ }; static void meta_clear_begin(struct anv_meta_saved_state *saved_state, struct anv_cmd_buffer *cmd_buffer) { anv_meta_save(saved_state, cmd_buffer, (1 << VK_DYNAMIC_STATE_VIEWPORT) | (1 << VK_DYNAMIC_STATE_STENCIL_REFERENCE) | (1 << VK_DYNAMIC_STATE_STENCIL_WRITE_MASK)); /* Avoid uploading more viewport states than necessary */ cmd_buffer->state.dynamic.viewport.count = 0; } static void meta_clear_end(struct anv_meta_saved_state *saved_state, struct anv_cmd_buffer *cmd_buffer) { anv_meta_restore(saved_state, cmd_buffer); } static void build_color_shaders(struct nir_shader **out_vs, struct nir_shader **out_fs, uint32_t frag_output) { nir_builder vs_b; nir_builder fs_b; nir_builder_init_simple_shader(&vs_b, NULL, MESA_SHADER_VERTEX, NULL); nir_builder_init_simple_shader(&fs_b, NULL, MESA_SHADER_FRAGMENT, NULL); vs_b.shader->info.name = ralloc_strdup(vs_b.shader, "meta_clear_color_vs"); fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "meta_clear_color_fs"); const struct glsl_type *position_type = glsl_vec4_type(); const struct glsl_type *color_type = glsl_vec4_type(); nir_variable *vs_in_pos = nir_variable_create(vs_b.shader, nir_var_shader_in, position_type, "a_position"); vs_in_pos->data.location = VERT_ATTRIB_GENERIC0; nir_variable *vs_out_pos = nir_variable_create(vs_b.shader, nir_var_shader_out, position_type, "gl_Position"); vs_out_pos->data.location = VARYING_SLOT_POS; nir_variable *vs_in_color = nir_variable_create(vs_b.shader, nir_var_shader_in, color_type, "a_color"); vs_in_color->data.location = VERT_ATTRIB_GENERIC1; nir_variable *vs_out_color = nir_variable_create(vs_b.shader, nir_var_shader_out, color_type, "v_color"); vs_out_color->data.location = VARYING_SLOT_VAR0; vs_out_color->data.interpolation = INTERP_MODE_FLAT; nir_variable *fs_in_color = nir_variable_create(fs_b.shader, nir_var_shader_in, color_type, "v_color"); fs_in_color->data.location = vs_out_color->data.location; fs_in_color->data.interpolation = vs_out_color->data.interpolation; nir_variable *fs_out_color = nir_variable_create(fs_b.shader, nir_var_shader_out, color_type, "f_color"); fs_out_color->data.location = FRAG_RESULT_DATA0 + frag_output; nir_copy_var(&vs_b, vs_out_pos, vs_in_pos); nir_copy_var(&vs_b, vs_out_color, vs_in_color); nir_copy_var(&fs_b, fs_out_color, fs_in_color); *out_vs = vs_b.shader; *out_fs = fs_b.shader; } static VkResult create_pipeline(struct anv_device *device, uint32_t samples, struct nir_shader *vs_nir, struct nir_shader *fs_nir, const VkPipelineVertexInputStateCreateInfo *vi_state, const VkPipelineDepthStencilStateCreateInfo *ds_state, const VkPipelineColorBlendStateCreateInfo *cb_state, const VkAllocationCallbacks *alloc, bool use_repclear, struct anv_pipeline **pipeline) { VkDevice device_h = anv_device_to_handle(device); VkResult result; struct anv_shader_module vs_m = { .nir = vs_nir }; struct anv_shader_module fs_m = { .nir = fs_nir }; VkPipeline pipeline_h = VK_NULL_HANDLE; result = anv_graphics_pipeline_create(device_h, VK_NULL_HANDLE, &(VkGraphicsPipelineCreateInfo) { .sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO, .stageCount = fs_nir ? 2 : 1, .pStages = (VkPipelineShaderStageCreateInfo[]) { { .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, .stage = VK_SHADER_STAGE_VERTEX_BIT, .module = anv_shader_module_to_handle(&vs_m), .pName = "main", }, { .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, .stage = VK_SHADER_STAGE_FRAGMENT_BIT, .module = anv_shader_module_to_handle(&fs_m), .pName = "main", }, }, .pVertexInputState = vi_state, .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, .pViewports = NULL, /* dynamic */ .scissorCount = 1, .pScissors = NULL, /* dynamic */ }, .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, .depthBiasEnable = false, .depthClampEnable = true, }, .pMultisampleState = &(VkPipelineMultisampleStateCreateInfo) { .sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO, .rasterizationSamples = samples, .sampleShadingEnable = false, .pSampleMask = (VkSampleMask[]) { ~0 }, .alphaToCoverageEnable = false, .alphaToOneEnable = false, }, .pDepthStencilState = ds_state, .pColorBlendState = cb_state, .pDynamicState = &(VkPipelineDynamicStateCreateInfo) { /* The meta clear pipeline declares all state as dynamic. * As a consequence, vkCmdBindPipeline writes no dynamic state * to the cmd buffer. Therefore, at the end of the meta clear, * we need only restore dynamic state was vkCmdSet. */ .sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO, .dynamicStateCount = 8, .pDynamicStates = (VkDynamicState[]) { /* Everything except stencil write mask */ 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_REFERENCE, }, }, .flags = 0, .renderPass = anv_render_pass_to_handle(&anv_meta_dummy_renderpass), .subpass = 0, }, &(struct anv_graphics_pipeline_create_info) { .color_attachment_count = MAX_RTS, .use_repclear = use_repclear, .disable_vs = true, .use_rectlist = true }, alloc, &pipeline_h); ralloc_free(vs_nir); ralloc_free(fs_nir); *pipeline = anv_pipeline_from_handle(pipeline_h); return result; } static VkResult create_color_pipeline(struct anv_device *device, uint32_t samples, uint32_t frag_output, struct anv_pipeline **pipeline) { struct nir_shader *vs_nir; struct nir_shader *fs_nir; build_color_shaders(&vs_nir, &fs_nir, frag_output); const VkPipelineVertexInputStateCreateInfo vi_state = { .sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO, .vertexBindingDescriptionCount = 1, .pVertexBindingDescriptions = (VkVertexInputBindingDescription[]) { { .binding = 0, .stride = sizeof(struct color_clear_vattrs), .inputRate = VK_VERTEX_INPUT_RATE_VERTEX }, }, .vertexAttributeDescriptionCount = 3, .pVertexAttributeDescriptions = (VkVertexInputAttributeDescription[]) { { /* VUE Header */ .location = 0, .binding = 0, .format = VK_FORMAT_R32G32B32A32_UINT, .offset = offsetof(struct color_clear_vattrs, vue_header), }, { /* Position */ .location = 1, .binding = 0, .format = VK_FORMAT_R32G32_SFLOAT, .offset = offsetof(struct color_clear_vattrs, position), }, { /* Color */ .location = 2, .binding = 0, .format = VK_FORMAT_R32G32B32A32_SFLOAT, .offset = offsetof(struct color_clear_vattrs, color), }, }, }; const VkPipelineDepthStencilStateCreateInfo ds_state = { .sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO, .depthTestEnable = false, .depthWriteEnable = false, .depthBoundsTestEnable = false, .stencilTestEnable = false, }; VkPipelineColorBlendAttachmentState blend_attachment_state[MAX_RTS] = { 0 }; blend_attachment_state[frag_output] = (VkPipelineColorBlendAttachmentState) { .blendEnable = false, .colorWriteMask = VK_COLOR_COMPONENT_A_BIT | VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT, }; const VkPipelineColorBlendStateCreateInfo cb_state = { .sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO, .logicOpEnable = false, .attachmentCount = MAX_RTS, .pAttachments = blend_attachment_state }; /* Use the repclear shader. Since the NIR shader we are providing has * exactly one output, that output will get compacted down to binding * table entry 0. The hard-coded repclear shader is then exactly what * we want regardless of what attachment we are actually clearing. */ return create_pipeline(device, samples, vs_nir, fs_nir, &vi_state, &ds_state, &cb_state, &device->meta_state.alloc, /*use_repclear*/ true, pipeline); } static void destroy_pipeline(struct anv_device *device, struct anv_pipeline *pipeline) { if (!pipeline) return; ANV_CALL(DestroyPipeline)(anv_device_to_handle(device), anv_pipeline_to_handle(pipeline), &device->meta_state.alloc); } void anv_device_finish_meta_clear_state(struct anv_device *device) { struct anv_meta_state *state = &device->meta_state; for (uint32_t i = 0; i < ARRAY_SIZE(state->clear); ++i) { for (uint32_t j = 0; j < ARRAY_SIZE(state->clear[i].color_pipelines); ++j) { destroy_pipeline(device, state->clear[i].color_pipelines[j]); } destroy_pipeline(device, state->clear[i].depth_only_pipeline); destroy_pipeline(device, state->clear[i].stencil_only_pipeline); destroy_pipeline(device, state->clear[i].depthstencil_pipeline); } } static void emit_color_clear(struct anv_cmd_buffer *cmd_buffer, const VkClearAttachment *clear_att, const VkClearRect *clear_rect) { struct anv_device *device = cmd_buffer->device; const struct anv_subpass *subpass = cmd_buffer->state.subpass; const struct anv_framebuffer *fb = cmd_buffer->state.framebuffer; const uint32_t subpass_att = clear_att->colorAttachment; const uint32_t pass_att = subpass->color_attachments[subpass_att]; const struct anv_image_view *iview = fb->attachments[pass_att]; const uint32_t samples = iview->image->samples; const uint32_t samples_log2 = ffs(samples) - 1; struct anv_pipeline *pipeline = device->meta_state.clear[samples_log2].color_pipelines[subpass_att]; VkClearColorValue clear_value = clear_att->clearValue.color; VkCommandBuffer cmd_buffer_h = anv_cmd_buffer_to_handle(cmd_buffer); VkPipeline pipeline_h = anv_pipeline_to_handle(pipeline); assert(samples_log2 < ARRAY_SIZE(device->meta_state.clear)); assert(clear_att->aspectMask == VK_IMAGE_ASPECT_COLOR_BIT); assert(clear_att->colorAttachment < subpass->color_count); const struct color_clear_vattrs vertex_data[3] = { { .vue_header = { 0 }, .position = { clear_rect->rect.offset.x, clear_rect->rect.offset.y, }, .color = clear_value, }, { .vue_header = { 0 }, .position = { clear_rect->rect.offset.x + clear_rect->rect.extent.width, clear_rect->rect.offset.y, }, .color = clear_value, }, { .vue_header = { 0 }, .position = { clear_rect->rect.offset.x + clear_rect->rect.extent.width, clear_rect->rect.offset.y + clear_rect->rect.extent.height, }, .color = clear_value, }, }; struct anv_state state = anv_cmd_buffer_emit_dynamic(cmd_buffer, vertex_data, sizeof(vertex_data), 16); struct anv_buffer vertex_buffer = { .device = device, .size = sizeof(vertex_data), .bo = &device->dynamic_state_block_pool.bo, .offset = state.offset, }; ANV_CALL(CmdBindVertexBuffers)(cmd_buffer_h, 0, 1, (VkBuffer[]) { anv_buffer_to_handle(&vertex_buffer) }, (VkDeviceSize[]) { 0 }); if (cmd_buffer->state.pipeline != pipeline) { ANV_CALL(CmdBindPipeline)(cmd_buffer_h, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_h); } ANV_CALL(CmdDraw)(cmd_buffer_h, 3, 1, 0, 0); } static void build_depthstencil_shader(struct nir_shader **out_vs) { nir_builder vs_b; nir_builder_init_simple_shader(&vs_b, NULL, MESA_SHADER_VERTEX, NULL); vs_b.shader->info.name = ralloc_strdup(vs_b.shader, "meta_clear_depthstencil_vs"); const struct glsl_type *position_type = glsl_vec4_type(); nir_variable *vs_in_pos = nir_variable_create(vs_b.shader, nir_var_shader_in, position_type, "a_position"); vs_in_pos->data.location = VERT_ATTRIB_GENERIC0; nir_variable *vs_out_pos = nir_variable_create(vs_b.shader, nir_var_shader_out, position_type, "gl_Position"); vs_out_pos->data.location = VARYING_SLOT_POS; nir_copy_var(&vs_b, vs_out_pos, vs_in_pos); *out_vs = vs_b.shader; } static VkResult create_depthstencil_pipeline(struct anv_device *device, VkImageAspectFlags aspects, uint32_t samples, struct anv_pipeline **pipeline) { struct nir_shader *vs_nir; build_depthstencil_shader(&vs_nir); const VkPipelineVertexInputStateCreateInfo vi_state = { .sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO, .vertexBindingDescriptionCount = 1, .pVertexBindingDescriptions = (VkVertexInputBindingDescription[]) { { .binding = 0, .stride = sizeof(struct depthstencil_clear_vattrs), .inputRate = VK_VERTEX_INPUT_RATE_VERTEX }, }, .vertexAttributeDescriptionCount = 2, .pVertexAttributeDescriptions = (VkVertexInputAttributeDescription[]) { { /* VUE Header */ .location = 0, .binding = 0, .format = VK_FORMAT_R32G32B32A32_UINT, .offset = offsetof(struct depthstencil_clear_vattrs, vue_header), }, { /* Position */ .location = 1, .binding = 0, .format = VK_FORMAT_R32G32_SFLOAT, .offset = offsetof(struct depthstencil_clear_vattrs, position), }, }, }; const VkPipelineDepthStencilStateCreateInfo ds_state = { .sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO, .depthTestEnable = (aspects & VK_IMAGE_ASPECT_DEPTH_BIT), .depthCompareOp = VK_COMPARE_OP_ALWAYS, .depthWriteEnable = (aspects & VK_IMAGE_ASPECT_DEPTH_BIT), .depthBoundsTestEnable = false, .stencilTestEnable = (aspects & VK_IMAGE_ASPECT_STENCIL_BIT), .front = { .passOp = VK_STENCIL_OP_REPLACE, .compareOp = VK_COMPARE_OP_ALWAYS, .writeMask = UINT32_MAX, .reference = 0, /* dynamic */ }, .back = { 0 /* dont care */ }, }; const VkPipelineColorBlendStateCreateInfo cb_state = { .sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO, .logicOpEnable = false, .attachmentCount = 0, .pAttachments = NULL, }; return create_pipeline(device, samples, vs_nir, NULL, &vi_state, &ds_state, &cb_state, &device->meta_state.alloc, /*use_repclear*/ true, pipeline); } static void emit_depthstencil_clear(struct anv_cmd_buffer *cmd_buffer, const VkClearAttachment *clear_att, const VkClearRect *clear_rect) { struct anv_device *device = cmd_buffer->device; struct anv_meta_state *meta_state = &device->meta_state; const struct anv_subpass *subpass = cmd_buffer->state.subpass; const struct anv_framebuffer *fb = cmd_buffer->state.framebuffer; const uint32_t pass_att = subpass->depth_stencil_attachment; const struct anv_image_view *iview = fb->attachments[pass_att]; const uint32_t samples = iview->image->samples; const uint32_t samples_log2 = ffs(samples) - 1; VkClearDepthStencilValue clear_value = clear_att->clearValue.depthStencil; VkImageAspectFlags aspects = clear_att->aspectMask; VkCommandBuffer cmd_buffer_h = anv_cmd_buffer_to_handle(cmd_buffer); assert(samples_log2 < ARRAY_SIZE(meta_state->clear)); assert(aspects == VK_IMAGE_ASPECT_DEPTH_BIT || aspects == VK_IMAGE_ASPECT_STENCIL_BIT || aspects == (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)); assert(pass_att != VK_ATTACHMENT_UNUSED); const struct depthstencil_clear_vattrs vertex_data[3] = { { .vue_header = { 0 }, .position = { clear_rect->rect.offset.x, clear_rect->rect.offset.y, }, }, { .vue_header = { 0 }, .position = { clear_rect->rect.offset.x + clear_rect->rect.extent.width, clear_rect->rect.offset.y, }, }, { .vue_header = { 0 }, .position = { clear_rect->rect.offset.x + clear_rect->rect.extent.width, clear_rect->rect.offset.y + clear_rect->rect.extent.height, }, }, }; struct anv_state state = anv_cmd_buffer_emit_dynamic(cmd_buffer, vertex_data, sizeof(vertex_data), 16); struct anv_buffer vertex_buffer = { .device = device, .size = sizeof(vertex_data), .bo = &device->dynamic_state_block_pool.bo, .offset = state.offset, }; ANV_CALL(CmdSetViewport)(cmd_buffer_h, 0, 1, (VkViewport[]) { { .x = 0, .y = 0, .width = fb->width, .height = fb->height, /* Ignored when clearing only stencil. */ .minDepth = clear_value.depth, .maxDepth = clear_value.depth, }, }); if (aspects & VK_IMAGE_ASPECT_STENCIL_BIT) { ANV_CALL(CmdSetStencilReference)(cmd_buffer_h, VK_STENCIL_FACE_FRONT_BIT, clear_value.stencil); } ANV_CALL(CmdBindVertexBuffers)(cmd_buffer_h, 0, 1, (VkBuffer[]) { anv_buffer_to_handle(&vertex_buffer) }, (VkDeviceSize[]) { 0 }); struct anv_pipeline *pipeline; switch (aspects) { case VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT: pipeline = meta_state->clear[samples_log2].depthstencil_pipeline; break; case VK_IMAGE_ASPECT_DEPTH_BIT: pipeline = meta_state->clear[samples_log2].depth_only_pipeline; break; case VK_IMAGE_ASPECT_STENCIL_BIT: pipeline = meta_state->clear[samples_log2].stencil_only_pipeline; break; default: unreachable("expected depth or stencil aspect"); } if (cmd_buffer->state.pipeline != pipeline) { ANV_CALL(CmdBindPipeline)(cmd_buffer_h, VK_PIPELINE_BIND_POINT_GRAPHICS, anv_pipeline_to_handle(pipeline)); } ANV_CALL(CmdDraw)(cmd_buffer_h, 3, 1, 0, 0); } VkResult anv_device_init_meta_clear_state(struct anv_device *device) { VkResult res; struct anv_meta_state *state = &device->meta_state; zero(device->meta_state.clear); for (uint32_t i = 0; i < ARRAY_SIZE(state->clear); ++i) { uint32_t samples = 1 << i; for (uint32_t j = 0; j < ARRAY_SIZE(state->clear[i].color_pipelines); ++j) { res = create_color_pipeline(device, samples, /* frag_output */ j, &state->clear[i].color_pipelines[j]); if (res != VK_SUCCESS) goto fail; } res = create_depthstencil_pipeline(device, VK_IMAGE_ASPECT_DEPTH_BIT, samples, &state->clear[i].depth_only_pipeline); if (res != VK_SUCCESS) goto fail; res = create_depthstencil_pipeline(device, VK_IMAGE_ASPECT_STENCIL_BIT, samples, &state->clear[i].stencil_only_pipeline); if (res != VK_SUCCESS) goto fail; res = create_depthstencil_pipeline(device, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, samples, &state->clear[i].depthstencil_pipeline); if (res != VK_SUCCESS) goto fail; } return VK_SUCCESS; fail: anv_device_finish_meta_clear_state(device); return res; } /** * The parameters mean that same as those in vkCmdClearAttachments. */ static void emit_clear(struct anv_cmd_buffer *cmd_buffer, const VkClearAttachment *clear_att, const VkClearRect *clear_rect) { if (clear_att->aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) { emit_color_clear(cmd_buffer, clear_att, clear_rect); } else { assert(clear_att->aspectMask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)); emit_depthstencil_clear(cmd_buffer, clear_att, clear_rect); } } 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; for (uint32_t i = 0; i < cmd_state->subpass->color_count; ++i) { uint32_t a = cmd_state->subpass->color_attachments[i]; if (cmd_state->attachments[a].pending_clear_aspects) { return true; } } if (ds != VK_ATTACHMENT_UNUSED && cmd_state->attachments[ds].pending_clear_aspects) { return true; } return false; } /** * Emit any pending attachment clears for the current subpass. * * @see anv_attachment_state::pending_clear_aspects */ void anv_cmd_buffer_clear_subpass(struct anv_cmd_buffer *cmd_buffer) { struct anv_cmd_state *cmd_state = &cmd_buffer->state; struct anv_meta_saved_state saved_state; if (!subpass_needs_clear(cmd_buffer)) return; meta_clear_begin(&saved_state, cmd_buffer); if (cmd_state->framebuffer->layers > 1) anv_finishme("clearing multi-layer framebuffer"); VkClearRect clear_rect = { .rect = cmd_state->render_area, .baseArrayLayer = 0, .layerCount = 1, /* FINISHME: clear multi-layer framebuffer */ }; for (uint32_t i = 0; i < cmd_state->subpass->color_count; ++i) { uint32_t a = cmd_state->subpass->color_attachments[i]; if (!cmd_state->attachments[a].pending_clear_aspects) continue; assert(cmd_state->attachments[a].pending_clear_aspects == VK_IMAGE_ASPECT_COLOR_BIT); VkClearAttachment clear_att = { .aspectMask = VK_IMAGE_ASPECT_COLOR_BIT, .colorAttachment = i, /* Use attachment index relative to subpass */ .clearValue = cmd_state->attachments[a].clear_value, }; emit_clear(cmd_buffer, &clear_att, &clear_rect); cmd_state->attachments[a].pending_clear_aspects = 0; } uint32_t ds = cmd_state->subpass->depth_stencil_attachment; 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, }; emit_clear(cmd_buffer, &clear_att, &clear_rect); cmd_state->attachments[ds].pending_clear_aspects = 0; } meta_clear_end(&saved_state, cmd_buffer); } static void anv_cmd_clear_image(struct anv_cmd_buffer *cmd_buffer, struct anv_image *image, VkImageLayout image_layout, VkClearValue clear_value, uint32_t range_count, const VkImageSubresourceRange *ranges) { VkDevice device_h = anv_device_to_handle(cmd_buffer->device); VkFormat vk_format = image->vk_format; if (vk_format == VK_FORMAT_E5B9G9R9_UFLOAT_PACK32) { /* We can't actually render to this format so we have to work around it * by manually unpacking and using R32_UINT. */ clear_value.color.uint32[0] = float3_to_rgb9e5(clear_value.color.float32); vk_format = VK_FORMAT_R32_UINT; } for (uint32_t r = 0; r < range_count; r++) { const VkImageSubresourceRange *range = &ranges[r]; for (uint32_t l = 0; l < anv_get_levelCount(image, range); ++l) { const uint32_t layer_count = image->type == VK_IMAGE_TYPE_3D ? anv_minify(image->extent.depth, l) : anv_get_layerCount(image, range); for (uint32_t s = 0; s < layer_count; ++s) { struct anv_image_view iview; anv_image_view_init(&iview, cmd_buffer->device, &(VkImageViewCreateInfo) { .sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO, .image = anv_image_to_handle(image), .viewType = anv_meta_get_view_type(image), .format = vk_format, .subresourceRange = { .aspectMask = range->aspectMask, .baseMipLevel = range->baseMipLevel + l, .levelCount = 1, .baseArrayLayer = range->baseArrayLayer + s, .layerCount = 1 }, }, cmd_buffer, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT); VkFramebuffer fb; anv_CreateFramebuffer(device_h, &(VkFramebufferCreateInfo) { .sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO, .attachmentCount = 1, .pAttachments = (VkImageView[]) { anv_image_view_to_handle(&iview), }, .width = iview.extent.width, .height = iview.extent.height, .layers = 1 }, &cmd_buffer->pool->alloc, &fb); VkAttachmentDescription att_desc = { .format = vk_format, .loadOp = VK_ATTACHMENT_LOAD_OP_LOAD, .storeOp = VK_ATTACHMENT_STORE_OP_STORE, .stencilLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD, .stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE, .initialLayout = image_layout, .finalLayout = image_layout, }; VkSubpassDescription subpass_desc = { .pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS, .inputAttachmentCount = 0, .colorAttachmentCount = 0, .pColorAttachments = NULL, .pResolveAttachments = NULL, .pDepthStencilAttachment = NULL, .preserveAttachmentCount = 0, .pPreserveAttachments = NULL, }; const VkAttachmentReference att_ref = { .attachment = 0, .layout = image_layout, }; if (range->aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) { subpass_desc.colorAttachmentCount = 1; subpass_desc.pColorAttachments = &att_ref; } else { subpass_desc.pDepthStencilAttachment = &att_ref; } VkRenderPass pass; anv_CreateRenderPass(device_h, &(VkRenderPassCreateInfo) { .sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO, .attachmentCount = 1, .pAttachments = &att_desc, .subpassCount = 1, .pSubpasses = &subpass_desc, }, &cmd_buffer->pool->alloc, &pass); ANV_CALL(CmdBeginRenderPass)(anv_cmd_buffer_to_handle(cmd_buffer), &(VkRenderPassBeginInfo) { .sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO, .renderArea = { .offset = { 0, 0, }, .extent = { .width = iview.extent.width, .height = iview.extent.height, }, }, .renderPass = pass, .framebuffer = fb, .clearValueCount = 0, .pClearValues = NULL, }, VK_SUBPASS_CONTENTS_INLINE); VkClearAttachment clear_att = { .aspectMask = range->aspectMask, .colorAttachment = 0, .clearValue = clear_value, }; VkClearRect clear_rect = { .rect = { .offset = { 0, 0 }, .extent = { iview.extent.width, iview.extent.height }, }, .baseArrayLayer = range->baseArrayLayer, .layerCount = 1, /* FINISHME: clear multi-layer framebuffer */ }; emit_clear(cmd_buffer, &clear_att, &clear_rect); ANV_CALL(CmdEndRenderPass)(anv_cmd_buffer_to_handle(cmd_buffer)); ANV_CALL(DestroyRenderPass)(device_h, pass, &cmd_buffer->pool->alloc); ANV_CALL(DestroyFramebuffer)(device_h, fb, &cmd_buffer->pool->alloc); } } } } void anv_CmdClearDepthStencilImage( VkCommandBuffer commandBuffer, VkImage image_h, VkImageLayout imageLayout, const VkClearDepthStencilValue* pDepthStencil, uint32_t rangeCount, const VkImageSubresourceRange* pRanges) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, commandBuffer); ANV_FROM_HANDLE(anv_image, image, image_h); struct anv_meta_saved_state saved_state; meta_clear_begin(&saved_state, cmd_buffer); anv_cmd_clear_image(cmd_buffer, image, imageLayout, (VkClearValue) { .depthStencil = *pDepthStencil }, rangeCount, pRanges); meta_clear_end(&saved_state, cmd_buffer); } void anv_CmdClearAttachments( VkCommandBuffer commandBuffer, uint32_t attachmentCount, const VkClearAttachment* pAttachments, uint32_t rectCount, const VkClearRect* pRects) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, commandBuffer); struct anv_meta_saved_state saved_state; meta_clear_begin(&saved_state, cmd_buffer); /* FINISHME: We can do better than this dumb loop. It thrashes too much * state. */ for (uint32_t a = 0; a < attachmentCount; ++a) { for (uint32_t r = 0; r < rectCount; ++r) { emit_clear(cmd_buffer, &pAttachments[a], &pRects[r]); } } meta_clear_end(&saved_state, cmd_buffer); } static void do_buffer_fill(struct anv_cmd_buffer *cmd_buffer, struct anv_bo *dest, uint64_t dest_offset, int width, int height, VkFormat fill_format, uint32_t data) { VkDevice vk_device = anv_device_to_handle(cmd_buffer->device); VkImageCreateInfo image_info = { .sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO, .imageType = VK_IMAGE_TYPE_2D, .format = fill_format, .extent = { .width = width, .height = height, .depth = 1, }, .mipLevels = 1, .arrayLayers = 1, .samples = 1, .tiling = VK_IMAGE_TILING_LINEAR, .usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, .flags = 0, }; VkImage dest_image; image_info.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; anv_CreateImage(vk_device, &image_info, &cmd_buffer->pool->alloc, &dest_image); /* We could use a vk call to bind memory, but that would require * creating a dummy memory object etc. so there's really no point. */ anv_image_from_handle(dest_image)->bo = dest; anv_image_from_handle(dest_image)->offset = dest_offset; const VkClearValue clear_value = { .color = { .uint32 = { data, data, data, data } } }; const VkImageSubresourceRange range = { .aspectMask = VK_IMAGE_ASPECT_COLOR_BIT, .baseMipLevel = 0, .levelCount = 1, .baseArrayLayer = 0, .layerCount = 1, }; anv_cmd_clear_image(cmd_buffer, anv_image_from_handle(dest_image), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, clear_value, 1, &range); } void anv_CmdFillBuffer( VkCommandBuffer commandBuffer, VkBuffer dstBuffer, VkDeviceSize dstOffset, VkDeviceSize fillSize, uint32_t data) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, commandBuffer); ANV_FROM_HANDLE(anv_buffer, dst_buffer, dstBuffer); struct anv_meta_saved_state saved_state; meta_clear_begin(&saved_state, cmd_buffer); VkFormat format; int bs; if ((fillSize & 15) == 0 && (dstOffset & 15) == 0) { format = VK_FORMAT_R32G32B32A32_UINT; bs = 16; } else if ((fillSize & 7) == 0 && (dstOffset & 15) == 0) { format = VK_FORMAT_R32G32_UINT; bs = 8; } else { assert((fillSize & 3) == 0 && (dstOffset & 3) == 0); format = VK_FORMAT_R32_UINT; bs = 4; } /* This is maximum possible width/height our HW can handle */ const uint64_t max_surface_dim = 1 << 14; /* First, we make a bunch of max-sized copies */ const uint64_t max_fill_size = max_surface_dim * max_surface_dim * bs; while (fillSize > max_fill_size) { do_buffer_fill(cmd_buffer, dst_buffer->bo, dst_buffer->offset + dstOffset, max_surface_dim, max_surface_dim, format, data); fillSize -= max_fill_size; dstOffset += max_fill_size; } uint64_t height = fillSize / (max_surface_dim * bs); assert(height < max_surface_dim); if (height != 0) { const uint64_t rect_fill_size = height * max_surface_dim * bs; do_buffer_fill(cmd_buffer, dst_buffer->bo, dst_buffer->offset + dstOffset, max_surface_dim, height, format, data); fillSize -= rect_fill_size; dstOffset += rect_fill_size; } if (fillSize != 0) { do_buffer_fill(cmd_buffer, dst_buffer->bo, dst_buffer->offset + dstOffset, fillSize / bs, 1, format, data); } meta_clear_end(&saved_state, cmd_buffer); }