v3dv: remove fallback path for vkCmdClearAttachments

Now that we support layered clears this code is dead.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11783>
This commit is contained in:
Iago Toral Quiroga 2021-07-08 13:13:17 +02:00
parent 26d1c6893a
commit 5ba7f64b45
1 changed files with 0 additions and 354 deletions

View File

@ -827,261 +827,6 @@ fail:
return result;
}
static VkFormat
get_color_format_for_depth_stencil_format(VkFormat format)
{
/* For single depth/stencil aspect formats, we just choose a compatible
* 1 channel format, but for combined depth/stencil we want an RGBA format
* so we can specify the channels we want to write.
*/
switch (format) {
case VK_FORMAT_D16_UNORM:
return VK_FORMAT_R16_UINT;
case VK_FORMAT_D32_SFLOAT:
return VK_FORMAT_R32_SFLOAT;
case VK_FORMAT_X8_D24_UNORM_PACK32:
case VK_FORMAT_D24_UNORM_S8_UINT:
return VK_FORMAT_R8G8B8A8_UINT;
default:
unreachable("Unsupported depth/stencil format");
};
}
/**
* Emits a scissored quad in the clear color, however, unlike the subpass
* versions, this creates its own framebuffer setup with a single color
* attachment, and therefore spanws new jobs, making it much slower than the
* subpass version.
*
* This path is only used when we have clears on layers other than the
* base layer in a framebuffer attachment, since we don't currently
* support any form of layered rendering that would allow us to implement
* this in the subpass version.
*
* Notice this can also handle depth/stencil formats by rendering to the
* depth/stencil target using a compatible color format.
*/
static void
emit_color_clear_rect(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t attachment_idx,
VkFormat rt_format,
uint32_t rt_samples,
uint32_t rt_components,
VkClearColorValue clear_color,
const VkClearRect *rect)
{
assert(cmd_buffer->state.pass);
struct v3dv_device *device = cmd_buffer->device;
struct v3dv_render_pass *pass = cmd_buffer->state.pass;
assert(attachment_idx != VK_ATTACHMENT_UNUSED &&
attachment_idx < pass->attachment_count);
struct v3dv_meta_color_clear_pipeline *pipeline = NULL;
VkResult result =
get_color_clear_pipeline(device,
NULL, 0, /* Not using current subpass */
0, attachment_idx,
rt_format, rt_samples, rt_components, false,
&pipeline);
if (result != VK_SUCCESS) {
if (result == VK_ERROR_OUT_OF_HOST_MEMORY)
v3dv_flag_oom(cmd_buffer, NULL);
return;
}
assert(pipeline && pipeline->pipeline && pipeline->pass);
/* Since we are not emitting the draw call in the current subpass we should
* be caching the clear pipeline and we don't have to take care of destorying
* it below.
*/
assert(pipeline->cached);
/* Store command buffer state for the current subpass before we interrupt
* it to emit the color clear pass and then finish the job for the
* interrupted subpass.
*/
v3dv_cmd_buffer_meta_state_push(cmd_buffer, false);
v3dv_cmd_buffer_finish_job(cmd_buffer);
struct v3dv_framebuffer *subpass_fb =
v3dv_framebuffer_from_handle(cmd_buffer->state.meta.framebuffer);
VkCommandBuffer cmd_buffer_handle = v3dv_cmd_buffer_to_handle(cmd_buffer);
VkDevice device_handle = v3dv_device_to_handle(cmd_buffer->device);
/* If we are clearing a depth/stencil attachment as a color attachment
* then we need to configure the framebuffer to the compatible color
* format.
*/
const struct v3dv_image_view *att_iview =
subpass_fb->attachments[attachment_idx];
const bool is_depth_or_stencil =
vk_format_is_depth_or_stencil(att_iview->vk_format);
/* Emit the pass for each attachment layer, which creates a framebuffer
* for each selected layer of the attachment and then renders a scissored
* quad in the clear color.
*/
uint32_t dirty_dynamic_state = 0;
for (uint32_t i = 0; i < rect->layerCount; i++) {
VkImageViewCreateInfo fb_layer_view_info = {
.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
.image = v3dv_image_to_handle((struct v3dv_image *)att_iview->image),
.viewType =
v3dv_image_type_to_view_type(att_iview->image->type),
.format = is_depth_or_stencil ? rt_format : att_iview->vk_format,
.subresourceRange = {
.aspectMask = is_depth_or_stencil ? VK_IMAGE_ASPECT_COLOR_BIT :
att_iview->aspects,
.baseMipLevel = att_iview->base_level,
.levelCount = att_iview->max_level - att_iview->base_level + 1,
.baseArrayLayer = att_iview->first_layer + rect->baseArrayLayer + i,
.layerCount = 1,
},
};
VkImageView fb_attachment;
result = v3dv_CreateImageView(v3dv_device_to_handle(device),
&fb_layer_view_info,
&device->vk.alloc, &fb_attachment);
if (result != VK_SUCCESS)
goto fail;
v3dv_cmd_buffer_add_private_obj(
cmd_buffer, (uintptr_t)fb_attachment,
(v3dv_cmd_buffer_private_obj_destroy_cb)v3dv_DestroyImageView);
VkFramebufferCreateInfo fb_info = {
.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
.renderPass = v3dv_render_pass_to_handle(pass),
.attachmentCount = 1,
.pAttachments = &fb_attachment,
.width = subpass_fb->width,
.height = subpass_fb->height,
.layers = 1,
};
VkFramebuffer fb;
result = v3dv_CreateFramebuffer(device_handle, &fb_info,
&cmd_buffer->device->vk.alloc, &fb);
if (result != VK_SUCCESS)
goto fail;
v3dv_cmd_buffer_add_private_obj(
cmd_buffer, (uintptr_t)fb,
(v3dv_cmd_buffer_private_obj_destroy_cb)v3dv_DestroyFramebuffer);
VkRenderPassBeginInfo rp_info = {
.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
.renderPass = pipeline->pass,
.framebuffer = fb,
.renderArea = {
.offset = { rect->rect.offset.x, rect->rect.offset.y },
.extent = { rect->rect.extent.width, rect->rect.extent.height } },
.clearValueCount = 0,
};
v3dv_CmdBeginRenderPass(cmd_buffer_handle, &rp_info,
VK_SUBPASS_CONTENTS_INLINE);
struct v3dv_job *job = cmd_buffer->state.job;
if (!job)
goto fail;
job->is_subpass_continue = true;
v3dv_CmdPushConstants(cmd_buffer_handle,
device->meta.color_clear.p_layout,
VK_SHADER_STAGE_FRAGMENT_BIT, 0, 16,
&clear_color);
v3dv_CmdBindPipeline(cmd_buffer_handle,
VK_PIPELINE_BIND_POINT_GRAPHICS,
pipeline->pipeline);
const VkViewport viewport = {
.x = rect->rect.offset.x,
.y = rect->rect.offset.y,
.width = rect->rect.extent.width,
.height = rect->rect.extent.height,
.minDepth = 0.0f,
.maxDepth = 1.0f
};
v3dv_CmdSetViewport(cmd_buffer_handle, 0, 1, &viewport);
v3dv_CmdSetScissor(cmd_buffer_handle, 0, 1, &rect->rect);
v3dv_CmdDraw(cmd_buffer_handle, 4, 1, 0, 0);
v3dv_CmdEndRenderPass(cmd_buffer_handle);
}
/* The clear pipeline sets viewport and scissor state, so we need
* to restore it
*/
dirty_dynamic_state = V3DV_CMD_DIRTY_VIEWPORT | V3DV_CMD_DIRTY_SCISSOR;
fail:
v3dv_cmd_buffer_meta_state_pop(cmd_buffer, dirty_dynamic_state, true);
}
static void
emit_ds_clear_rect(struct v3dv_cmd_buffer *cmd_buffer,
VkImageAspectFlags aspects,
uint32_t attachment_idx,
VkClearDepthStencilValue clear_ds,
const VkClearRect *rect)
{
assert(cmd_buffer->state.pass);
assert(attachment_idx != VK_ATTACHMENT_UNUSED);
assert(attachment_idx < cmd_buffer->state.pass->attachment_count);
VkFormat format =
cmd_buffer->state.pass->attachments[attachment_idx].desc.format;
assert ((aspects & ~vk_format_aspects(format)) == 0);
uint32_t samples =
cmd_buffer->state.pass->attachments[attachment_idx].desc.samples;
enum pipe_format pformat = vk_format_to_pipe_format(format);
VkClearColorValue clear_color;
uint32_t clear_zs =
util_pack_z_stencil(pformat, clear_ds.depth, clear_ds.stencil);
/* We implement depth/stencil clears by turning them into color clears
* with a compatible color format.
*/
VkFormat color_format = get_color_format_for_depth_stencil_format(format);
uint32_t comps;
if (color_format == VK_FORMAT_R8G8B8A8_UINT) {
/* We are clearing a D24 format so we need to select the channels that we
* are being asked to clear to avoid clearing aspects that should be
* preserved. Also, the hardware uses the MSB channels to store the D24
* component, so we need to shift the components in the clear value to
* match that.
*/
comps = 0;
if (aspects & VK_IMAGE_ASPECT_STENCIL_BIT) {
comps |= VK_COLOR_COMPONENT_R_BIT;
clear_color.uint32[0] = clear_zs >> 24;
}
if (aspects & VK_IMAGE_ASPECT_DEPTH_BIT) {
comps |= VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT |
VK_COLOR_COMPONENT_A_BIT;
clear_color.uint32[1] = (clear_zs >> 0) & 0xff;
clear_color.uint32[2] = (clear_zs >> 8) & 0xff;
clear_color.uint32[3] = (clear_zs >> 16) & 0xff;
}
} else {
/* For anything else we use a single component format */
comps = VK_COLOR_COMPONENT_R_BIT;
clear_color.uint32[0] = clear_zs;
}
emit_color_clear_rect(cmd_buffer, attachment_idx,
color_format, samples, comps,
clear_color, rect);
}
/* Emits a scissored quad in the clear color */
static void
emit_subpass_color_clear_rects(struct v3dv_cmd_buffer *cmd_buffer,
@ -1274,44 +1019,6 @@ emit_subpass_ds_clear_rects(struct v3dv_cmd_buffer *cmd_buffer,
v3dv_cmd_buffer_meta_state_pop(cmd_buffer, dynamic_states, false);
}
static bool
is_subrect(const VkRect2D *r0, const VkRect2D *r1)
{
return r0->offset.x <= r1->offset.x &&
r0->offset.y <= r1->offset.y &&
r0->offset.x + r0->extent.width >= r1->offset.x + r1->extent.width &&
r0->offset.y + r0->extent.height >= r1->offset.y + r1->extent.height;
}
static bool
can_use_tlb_clear(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t rect_count,
const VkClearRect* rects)
{
const struct v3dv_framebuffer *framebuffer = cmd_buffer->state.framebuffer;
const VkRect2D *render_area = &cmd_buffer->state.render_area;
/* Check if we are clearing a single region covering the entire framebuffer
* and that we are not constrained by the current render area.
*
* From the Vulkan 1.0 spec:
*
* "The vkCmdClearAttachments command is not affected by the bound
* pipeline state."
*
* So we can ignore scissor and viewport state for this check.
*/
const VkRect2D fb_rect = {
{ 0, 0 },
{ framebuffer->width, framebuffer->height }
};
return rect_count == 1 &&
is_subrect(&rects[0].rect, &fb_rect) &&
is_subrect(render_area, &fb_rect);
}
static void
handle_deferred_clear_attachments(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t attachmentCount,
@ -1438,65 +1145,4 @@ v3dv_CmdClearAttachments(VkCommandBuffer commandBuffer,
rectCount, pRects);
}
}
return;
perf_debug("Falling back to slow path for vkCmdClearAttachments due to "
"clearing layers other than the base array layer.\n");
/* If we can't handle this as a draw call inside the current job then we
* will have to spawn jobs for the clears, which will be slow. In that case,
* try to use the TLB to clear if possible.
*/
if (can_use_tlb_clear(cmd_buffer, rectCount, pRects)) {
v3dv_X(cmd_buffer->device, cmd_buffer_emit_tlb_clear)
(cmd_buffer, attachmentCount, pAttachments,
pRects[0].baseArrayLayer, pRects[0].layerCount);
return;
}
/* Otherwise, fall back to drawing rects with the clear value using a
* separate job. This is the slowest path.
*/
for (uint32_t i = 0; i < attachmentCount; i++) {
uint32_t attachment_idx = VK_ATTACHMENT_UNUSED;
if (pAttachments[i].aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
uint32_t rt_idx = pAttachments[i].colorAttachment;
attachment_idx = subpass->color_attachments[rt_idx].attachment;
} else if (pAttachments[i].aspectMask & (VK_IMAGE_ASPECT_DEPTH_BIT |
VK_IMAGE_ASPECT_STENCIL_BIT)) {
attachment_idx = subpass->ds_attachment.attachment;
}
if (attachment_idx == VK_ATTACHMENT_UNUSED)
continue;
if (pAttachments[i].aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
const uint32_t components = VK_COLOR_COMPONENT_R_BIT |
VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT |
VK_COLOR_COMPONENT_A_BIT;
const uint32_t samples =
cmd_buffer->state.pass->attachments[attachment_idx].desc.samples;
const VkFormat format =
cmd_buffer->state.pass->attachments[attachment_idx].desc.format;
for (uint32_t j = 0; j < rectCount; j++) {
emit_color_clear_rect(cmd_buffer,
attachment_idx,
format,
samples,
components,
pAttachments[i].clearValue.color,
&pRects[j]);
}
} else {
for (uint32_t j = 0; j < rectCount; j++) {
emit_ds_clear_rect(cmd_buffer,
pAttachments[i].aspectMask,
attachment_idx,
pAttachments[i].clearValue.depthStencil,
&pRects[j]);
}
}
}
}