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/*
* 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 "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_in = nir_variable_create(b.shader, nir_var_shader_in,
vec4, "a_pos");
pos_in->data.location = VERT_ATTRIB_GENERIC0;
nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
vec4, "gl_Position");
pos_out->data.location = VARYING_SLOT_POS;
nir_copy_var(&b, pos_out, pos_in);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
vec4, "a_tex_pos");
tex_pos_in->data.location = VERT_ATTRIB_GENERIC1;
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_QUALIFIER_SMOOTH;
nir_copy_var(&b, tex_pos_out, tex_pos_in);
return b.shader;
}
static nir_shader *
build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim)
{
const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b;
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_blit_fs");
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, 4);
return b.shader;
}
static void
meta_prepare_blit(struct anv_cmd_buffer *cmd_buffer,
struct anv_meta_saved_state *saved_state)
{
anv_meta_save(saved_state, cmd_buffer,
(1 << VK_DYNAMIC_STATE_VIEWPORT));
}
static void
meta_emit_blit(struct anv_cmd_buffer *cmd_buffer,
struct anv_image *src_image,
struct anv_image_view *src_iview,
VkOffset3D src_offset,
VkExtent3D src_extent,
struct anv_image *dest_image,
struct anv_image_view *dest_iview,
VkOffset3D dest_offset,
VkExtent3D dest_extent,
VkFilter blit_filter)
{
struct anv_device *device = cmd_buffer->device;
struct blit_vb_data {
float pos[2];
float tex_coord[3];
} *vb_data;
assert(src_image->samples == dest_image->samples);
unsigned vb_size = sizeof(struct anv_vue_header) + 3 * sizeof(*vb_data);
struct anv_state vb_state =
anv_cmd_buffer_alloc_dynamic_state(cmd_buffer, vb_size, 16);
memset(vb_state.map, 0, sizeof(struct anv_vue_header));
vb_data = vb_state.map + sizeof(struct anv_vue_header);
vb_data[0] = (struct blit_vb_data) {
.pos = {
dest_offset.x + dest_extent.width,
dest_offset.y + dest_extent.height,
},
.tex_coord = {
(float)(src_offset.x + src_extent.width)
/ (float)src_iview->extent.width,
(float)(src_offset.y + src_extent.height)
/ (float)src_iview->extent.height,
(float)src_offset.z / (float)src_iview->extent.depth,
},
};
vb_data[1] = (struct blit_vb_data) {
.pos = {
dest_offset.x,
dest_offset.y + dest_extent.height,
},
.tex_coord = {
(float)src_offset.x / (float)src_iview->extent.width,
(float)(src_offset.y + src_extent.height) /
(float)src_iview->extent.height,
(float)src_offset.z / (float)src_iview->extent.depth,
},
};
vb_data[2] = (struct blit_vb_data) {
.pos = {
dest_offset.x,
dest_offset.y,
},
.tex_coord = {
(float)src_offset.x / (float)src_iview->extent.width,
(float)src_offset.y / (float)src_iview->extent.height,
(float)src_offset.z / (float)src_iview->extent.depth,
},
};
anv_state_clflush(vb_state);
struct anv_buffer vertex_buffer = {
.device = device,
.size = vb_size,
.bo = &device->dynamic_state_block_pool.bo,
.offset = vb_state.offset,
};
anv_CmdBindVertexBuffers(anv_cmd_buffer_to_handle(cmd_buffer), 0, 2,
(VkBuffer[]) {
anv_buffer_to_handle(&vertex_buffer),
anv_buffer_to_handle(&vertex_buffer)
},
(VkDeviceSize[]) {
0,
sizeof(struct anv_vue_header),
});
VkSampler sampler;
ANV_CALL(CreateSampler)(anv_device_to_handle(device),
&(VkSamplerCreateInfo) {
.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
.magFilter = blit_filter,
.minFilter = blit_filter,
}, &cmd_buffer->pool->alloc, &sampler);
VkDescriptorPool desc_pool;
anv_CreateDescriptorPool(anv_device_to_handle(device),
&(const VkDescriptorPoolCreateInfo) {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
.pNext = NULL,
.flags = 0,
.maxSets = 1,
.poolSizeCount = 1,
.pPoolSizes = (VkDescriptorPoolSize[]) {
{
.type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.descriptorCount = 1
},
}
}, &cmd_buffer->pool->alloc, &desc_pool);
VkDescriptorSet set;
anv_AllocateDescriptorSets(anv_device_to_handle(device),
&(VkDescriptorSetAllocateInfo) {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
.descriptorPool = desc_pool,
.descriptorSetCount = 1,
.pSetLayouts = &device->meta_state.blit.ds_layout
}, &set);
anv_UpdateDescriptorSets(anv_device_to_handle(device),
1, /* writeCount */
(VkWriteDescriptorSet[]) {
{
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.dstSet = set,
.dstBinding = 0,
.dstArrayElement = 0,
.descriptorCount = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.pImageInfo = (VkDescriptorImageInfo[]) {
{
.sampler = sampler,
.imageView = anv_image_view_to_handle(src_iview),
.imageLayout = VK_IMAGE_LAYOUT_GENERAL,
},
}
}
}, 0, NULL);
VkFramebuffer fb;
anv_CreateFramebuffer(anv_device_to_handle(device),
&(VkFramebufferCreateInfo) {
.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
.attachmentCount = 1,
.pAttachments = (VkImageView[]) {
anv_image_view_to_handle(dest_iview),
},
.width = dest_iview->extent.width,
.height = dest_iview->extent.height,
.layers = 1
}, &cmd_buffer->pool->alloc, &fb);
ANV_CALL(CmdBeginRenderPass)(anv_cmd_buffer_to_handle(cmd_buffer),
&(VkRenderPassBeginInfo) {
.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
.renderPass = device->meta_state.blit.render_pass,
.framebuffer = fb,
.renderArea = {
.offset = { dest_offset.x, dest_offset.y },
.extent = { dest_extent.width, dest_extent.height },
},
.clearValueCount = 0,
.pClearValues = NULL,
}, VK_SUBPASS_CONTENTS_INLINE);
VkPipeline pipeline;
switch (src_image->type) {
case VK_IMAGE_TYPE_1D:
pipeline = device->meta_state.blit.pipeline_1d_src;
break;
case VK_IMAGE_TYPE_2D:
pipeline = device->meta_state.blit.pipeline_2d_src;
break;
case VK_IMAGE_TYPE_3D:
pipeline = device->meta_state.blit.pipeline_3d_src;
break;
default:
unreachable(!"bad VkImageType");
}
if (cmd_buffer->state.pipeline != anv_pipeline_from_handle(pipeline)) {
anv_CmdBindPipeline(anv_cmd_buffer_to_handle(cmd_buffer),
VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
}
anv_CmdSetViewport(anv_cmd_buffer_to_handle(cmd_buffer), 0, 1,
&(VkViewport) {
.x = 0.0f,
.y = 0.0f,
.width = dest_iview->extent.width,
.height = dest_iview->extent.height,
.minDepth = 0.0f,
.maxDepth = 1.0f,
});
anv_CmdBindDescriptorSets(anv_cmd_buffer_to_handle(cmd_buffer),
VK_PIPELINE_BIND_POINT_GRAPHICS,
device->meta_state.blit.pipeline_layout, 0, 1,
&set, 0, NULL);
ANV_CALL(CmdDraw)(anv_cmd_buffer_to_handle(cmd_buffer), 3, 1, 0, 0);
ANV_CALL(CmdEndRenderPass)(anv_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.
*/
anv_DestroyDescriptorPool(anv_device_to_handle(device),
desc_pool, &cmd_buffer->pool->alloc);
anv_DestroySampler(anv_device_to_handle(device), sampler,
&cmd_buffer->pool->alloc);
anv_DestroyFramebuffer(anv_device_to_handle(device), fb,
&cmd_buffer->pool->alloc);
}
static void
meta_finish_blit(struct anv_cmd_buffer *cmd_buffer,
const struct anv_meta_saved_state *saved_state)
{
anv_meta_restore(saved_state, cmd_buffer);
}
void anv_CmdBlitImage(
VkCommandBuffer commandBuffer,
VkImage srcImage,
VkImageLayout srcImageLayout,
VkImage destImage,
VkImageLayout destImageLayout,
uint32_t regionCount,
const VkImageBlit* pRegions,
VkFilter filter)
{
ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, commandBuffer);
ANV_FROM_HANDLE(anv_image, src_image, srcImage);
ANV_FROM_HANDLE(anv_image, dest_image, destImage);
struct anv_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->samples == 1);
assert(dest_image->samples == 1);
meta_prepare_blit(cmd_buffer, &saved_state);
for (unsigned r = 0; r < regionCount; r++) {
struct anv_image_view src_iview;
anv_image_view_init(&src_iview, cmd_buffer->device,
&(VkImageViewCreateInfo) {
.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
.image = srcImage,
.viewType = anv_meta_get_view_type(src_image),
.format = src_image->vk_format,
.subresourceRange = {
.aspectMask = pRegions[r].srcSubresource.aspectMask,
.baseMipLevel = pRegions[r].srcSubresource.mipLevel,
.levelCount = 1,
.baseArrayLayer = pRegions[r].srcSubresource.baseArrayLayer,
.layerCount = 1
},
},
cmd_buffer, VK_IMAGE_USAGE_SAMPLED_BIT);
const VkOffset3D dest_offset = {
.x = pRegions[r].dstOffsets[0].x,
.y = pRegions[r].dstOffsets[0].y,
.z = 0,
};
if (pRegions[r].dstOffsets[1].x < pRegions[r].dstOffsets[0].x ||
pRegions[r].dstOffsets[1].y < pRegions[r].dstOffsets[0].y ||
pRegions[r].srcOffsets[1].x < pRegions[r].srcOffsets[0].x ||
pRegions[r].srcOffsets[1].y < pRegions[r].srcOffsets[0].y)
anv_finishme("FINISHME: Allow flipping in blits");
const VkExtent3D dest_extent = {
.width = pRegions[r].dstOffsets[1].x - pRegions[r].dstOffsets[0].x,
.height = pRegions[r].dstOffsets[1].y - pRegions[r].dstOffsets[0].y,
};
const VkExtent3D src_extent = {
.width = pRegions[r].srcOffsets[1].x - pRegions[r].srcOffsets[0].x,
.height = pRegions[r].srcOffsets[1].y - pRegions[r].srcOffsets[0].y,
};
const uint32_t dest_array_slice =
anv_meta_get_iview_layer(dest_image, &pRegions[r].dstSubresource,
&pRegions[r].dstOffsets[0]);
if (pRegions[r].srcSubresource.layerCount > 1)
anv_finishme("FINISHME: copy multiple array layers");
if (pRegions[r].srcOffsets[0].z + 1 != pRegions[r].srcOffsets[1].z ||
pRegions[r].dstOffsets[0].z + 1 != pRegions[r].dstOffsets[1].z)
anv_finishme("FINISHME: copy multiple depth layers");
struct anv_image_view dest_iview;
anv_image_view_init(&dest_iview, cmd_buffer->device,
&(VkImageViewCreateInfo) {
.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
.image = destImage,
.viewType = anv_meta_get_view_type(dest_image),
.format = dest_image->vk_format,
.subresourceRange = {
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
.baseMipLevel = pRegions[r].dstSubresource.mipLevel,
.levelCount = 1,
.baseArrayLayer = dest_array_slice,
.layerCount = 1
},
},
cmd_buffer, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
meta_emit_blit(cmd_buffer,
src_image, &src_iview,
pRegions[r].srcOffsets[0], src_extent,
dest_image, &dest_iview,
dest_offset, dest_extent,
filter);
}
meta_finish_blit(cmd_buffer, &saved_state);
}
void
anv_device_finish_meta_blit_state(struct anv_device *device)
{
anv_DestroyRenderPass(anv_device_to_handle(device),
device->meta_state.blit.render_pass,
&device->meta_state.alloc);
anv_DestroyPipeline(anv_device_to_handle(device),
device->meta_state.blit.pipeline_1d_src,
&device->meta_state.alloc);
anv_DestroyPipeline(anv_device_to_handle(device),
device->meta_state.blit.pipeline_2d_src,
&device->meta_state.alloc);
anv_DestroyPipeline(anv_device_to_handle(device),
device->meta_state.blit.pipeline_3d_src,
&device->meta_state.alloc);
anv_DestroyPipelineLayout(anv_device_to_handle(device),
device->meta_state.blit.pipeline_layout,
&device->meta_state.alloc);
anv_DestroyDescriptorSetLayout(anv_device_to_handle(device),
device->meta_state.blit.ds_layout,
&device->meta_state.alloc);
}
VkResult
anv_device_init_meta_blit_state(struct anv_device *device)
{
VkResult result;
result = anv_CreateRenderPass(anv_device_to_handle(device),
&(VkRenderPassCreateInfo) {
.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
.attachmentCount = 1,
.pAttachments = &(VkAttachmentDescription) {
.format = VK_FORMAT_UNDEFINED, /* Our shaders don't care */
.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);
if (result != VK_SUCCESS)
goto fail;
/* We don't use a vertex shader for blitting, but instead build and pass
* the VUEs directly to the rasterization backend. However, we do need
* to provide GLSL source for the vertex shader so that the compiler
* does not dead-code our inputs.
*/
struct anv_shader_module vs = {
.nir = build_nir_vertex_shader(),
};
struct anv_shader_module fs_1d = {
.nir = build_nir_copy_fragment_shader(GLSL_SAMPLER_DIM_1D),
};
struct anv_shader_module fs_2d = {
.nir = build_nir_copy_fragment_shader(GLSL_SAMPLER_DIM_2D),
};
struct anv_shader_module fs_3d = {
.nir = build_nir_copy_fragment_shader(GLSL_SAMPLER_DIM_3D),
};
VkPipelineVertexInputStateCreateInfo vi_create_info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
.vertexBindingDescriptionCount = 2,
.pVertexBindingDescriptions = (VkVertexInputBindingDescription[]) {
{
.binding = 0,
.stride = 0,
.inputRate = VK_VERTEX_INPUT_RATE_INSTANCE
},
{
.binding = 1,
.stride = 5 * sizeof(float),
.inputRate = VK_VERTEX_INPUT_RATE_VERTEX
},
},
.vertexAttributeDescriptionCount = 3,
.pVertexAttributeDescriptions = (VkVertexInputAttributeDescription[]) {
{
/* VUE Header */
.location = 0,
.binding = 0,
.format = VK_FORMAT_R32G32B32A32_UINT,
.offset = 0
},
{
/* Position */
.location = 1,
.binding = 1,
.format = VK_FORMAT_R32G32_SFLOAT,
.offset = 0
},
{
/* Texture Coordinate */
.location = 2,
.binding = 1,
.format = VK_FORMAT_R32G32B32_SFLOAT,
.offset = 8
}
}
};
VkDescriptorSetLayoutCreateInfo ds_layout_info = {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
.bindingCount = 1,
.pBindings = (VkDescriptorSetLayoutBinding[]) {
{
.binding = 0,
.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.descriptorCount = 1,
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT,
.pImmutableSamplers = NULL
},
}
};
result = anv_CreateDescriptorSetLayout(anv_device_to_handle(device),
&ds_layout_info,
&device->meta_state.alloc,
&device->meta_state.blit.ds_layout);
if (result != VK_SUCCESS)
goto fail_render_pass;
result = anv_CreatePipelineLayout(anv_device_to_handle(device),
&(VkPipelineLayoutCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.setLayoutCount = 1,
.pSetLayouts = &device->meta_state.blit.ds_layout,
},
&device->meta_state.alloc, &device->meta_state.blit.pipeline_layout);
if (result != VK_SUCCESS)
goto fail_descriptor_set_layout;
VkPipelineShaderStageCreateInfo pipeline_shader_stages[] = {
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_VERTEX_BIT,
.module = anv_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 = 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.render_pass,
.subpass = 0,
};
const struct anv_graphics_pipeline_create_info anv_pipeline_info = {
.color_attachment_count = -1,
.use_repclear = false,
.disable_viewport = true,
.disable_scissor = true,
.disable_vs = true,
.use_rectlist = true
};
pipeline_shader_stages[1].module = anv_shader_module_to_handle(&fs_1d);
result = anv_graphics_pipeline_create(anv_device_to_handle(device),
VK_NULL_HANDLE,
&vk_pipeline_info, &anv_pipeline_info,
&device->meta_state.alloc, &device->meta_state.blit.pipeline_1d_src);
if (result != VK_SUCCESS)
goto fail_pipeline_layout;
pipeline_shader_stages[1].module = anv_shader_module_to_handle(&fs_2d);
result = anv_graphics_pipeline_create(anv_device_to_handle(device),
VK_NULL_HANDLE,
&vk_pipeline_info, &anv_pipeline_info,
&device->meta_state.alloc, &device->meta_state.blit.pipeline_2d_src);
if (result != VK_SUCCESS)
goto fail_pipeline_1d;
pipeline_shader_stages[1].module = anv_shader_module_to_handle(&fs_3d);
result = anv_graphics_pipeline_create(anv_device_to_handle(device),
VK_NULL_HANDLE,
&vk_pipeline_info, &anv_pipeline_info,
&device->meta_state.alloc, &device->meta_state.blit.pipeline_3d_src);
if (result != VK_SUCCESS)
goto fail_pipeline_2d;
ralloc_free(vs.nir);
ralloc_free(fs_1d.nir);
ralloc_free(fs_2d.nir);
ralloc_free(fs_3d.nir);
return VK_SUCCESS;
fail_pipeline_2d:
anv_DestroyPipeline(anv_device_to_handle(device),
device->meta_state.blit.pipeline_2d_src,
&device->meta_state.alloc);
fail_pipeline_1d:
anv_DestroyPipeline(anv_device_to_handle(device),
device->meta_state.blit.pipeline_1d_src,
&device->meta_state.alloc);
fail_pipeline_layout:
anv_DestroyPipelineLayout(anv_device_to_handle(device),
device->meta_state.blit.pipeline_layout,
&device->meta_state.alloc);
fail_descriptor_set_layout:
anv_DestroyDescriptorSetLayout(anv_device_to_handle(device),
device->meta_state.blit.ds_layout,
&device->meta_state.alloc);
fail_render_pass:
anv_DestroyRenderPass(anv_device_to_handle(device),
device->meta_state.blit.render_pass,
&device->meta_state.alloc);
ralloc_free(vs.nir);
ralloc_free(fs_1d.nir);
ralloc_free(fs_2d.nir);
ralloc_free(fs_3d.nir);
fail:
return result;
}
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