zink: handle clears with scissor regions

this just sets the info struct members as needed

Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8512>
This commit is contained in:
Mike Blumenkrantz 2020-08-13 13:44:56 -04:00 committed by Marge Bot
parent 196794264f
commit a131d06f17
1 changed files with 114 additions and 13 deletions

View File

@ -23,8 +23,26 @@
#include "zink_context.h"
#include "zink_resource.h"
#include "util/format/u_format.h"
#include "util/u_framebuffer.h"
#include "util/format_srgb.h"
#include "util/u_rect.h"
static inline bool
check_3d_layers(struct pipe_surface *psurf)
{
/* SPEC PROBLEM:
* though the vk spec doesn't seem to explicitly address this, currently drivers
* are claiming that all 3D images have a single "3D" layer regardless of layercount,
* so we can never clear them if we aren't trying to clear only layer 0
*/
if (psurf->u.tex.first_layer)
return false;
if (psurf->u.tex.last_layer - psurf->u.tex.first_layer > 0)
return false;
return true;
}
static void
clear_in_rp(struct pipe_context *pctx,
@ -72,11 +90,16 @@ clear_in_rp(struct pipe_context *pctx,
++num_attachments;
}
VkClearRect cr;
cr.rect.offset.x = 0;
cr.rect.offset.y = 0;
cr.rect.extent.width = fb->width;
cr.rect.extent.height = fb->height;
VkClearRect cr = {};
if (scissor_state) {
cr.rect.offset.x = scissor_state->minx;
cr.rect.offset.y = scissor_state->miny;
cr.rect.extent.width = MIN2(fb->width, scissor_state->maxx - scissor_state->minx);
cr.rect.extent.height = MIN2(fb->height, scissor_state->maxy - scissor_state->miny);
} else {
cr.rect.extent.width = fb->width;
cr.rect.extent.height = fb->height;
}
cr.baseArrayLayer = 0;
cr.layerCount = util_framebuffer_get_num_layers(fb);
vkCmdClearAttachments(batch->cmdbuf, num_attachments, attachments, 1, &cr);
@ -90,16 +113,94 @@ zink_clear(struct pipe_context *pctx,
double depth, unsigned stencil)
{
struct zink_context *ctx = zink_context(pctx);
struct pipe_framebuffer_state *fb = &ctx->fb_state;
struct zink_batch *batch = zink_curr_batch(ctx);
/* FIXME: this is very inefficient; if no renderpass has been started yet,
* we should record the clear if it's full-screen, and apply it as we
* start the render-pass. Otherwise we can do a partial out-of-renderpass
* clear.
*/
zink_batch_rp(ctx);
assert(zink_curr_batch(ctx)->in_rp);
if (zink_curr_batch(ctx)->in_rp || ctx->render_condition_active) {
if (scissor_state) {
bool need_rp = false;
struct u_rect intersect = {0, fb->width, 0, fb->height};
struct u_rect scissor = {scissor_state->minx, scissor_state->maxx, scissor_state->miny, scissor_state->maxy};
if (!u_rect_test_intersection(&scissor, &intersect))
need_rp = true;
else {
u_rect_find_intersection(&scissor, &intersect);
if (intersect.x0 != 0 || intersect.y0 != 0 ||
intersect.x1 != fb->width || intersect.y1 != fb->height)
need_rp = true;
}
if (need_rp)
/* FIXME: this is very inefficient; if no renderpass has been started yet,
* we should record the clear if it's full-screen, and apply it as we
* start the render-pass. Otherwise we can do a partial out-of-renderpass
* clear.
*/
batch = zink_batch_rp(ctx);
}
if (batch->in_rp || ctx->render_condition_active) {
clear_in_rp(pctx, buffers, scissor_state, pcolor, depth, stencil);
return;
}
VkImageSubresourceRange range = {};
range.levelCount = 1;
if (buffers & PIPE_CLEAR_COLOR) {
range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
for (unsigned i = 0; i < fb->nr_cbufs; i++) {
if (!(buffers & (PIPE_CLEAR_COLOR0 << i)) || !fb->cbufs[i])
continue;
VkClearColorValue color;
struct pipe_surface *psurf = fb->cbufs[i];
if (psurf->texture->target == PIPE_TEXTURE_3D && !check_3d_layers(psurf)) {
clear_in_rp(pctx, buffers, scissor_state, pcolor, depth, stencil);
return;
}
struct zink_resource *res = zink_resource(psurf->texture);
if (res->layout != VK_IMAGE_LAYOUT_GENERAL && res->layout != VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL)
zink_resource_barrier(batch->cmdbuf, res, range.aspectMask, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
if (psurf->format != res->base.format &&
!util_format_is_srgb(psurf->format) && util_format_is_srgb(res->base.format)) {
/* if SRGB mode is disabled for the fb with a backing srgb image then we have to
* convert this to srgb color
*/
color.float32[0] = util_format_srgb_to_linear_float(pcolor->f[0]);
color.float32[1] = util_format_srgb_to_linear_float(pcolor->f[1]);
color.float32[2] = util_format_srgb_to_linear_float(pcolor->f[2]);
} else {
color.float32[0] = pcolor->f[0];
color.float32[1] = pcolor->f[1];
color.float32[2] = pcolor->f[2];
}
color.float32[3] = pcolor->f[3];
range.baseMipLevel = psurf->u.tex.level;
range.baseArrayLayer = psurf->u.tex.first_layer;
range.layerCount = psurf->u.tex.last_layer - psurf->u.tex.first_layer + 1;
vkCmdClearColorImage(batch->cmdbuf, res->image, res->layout, &color, 1, &range);
}
}
range.aspectMask = 0;
if (buffers & PIPE_CLEAR_DEPTHSTENCIL && fb->zsbuf) {
if (fb->zsbuf->texture->target == PIPE_TEXTURE_3D && !check_3d_layers(fb->zsbuf)) {
clear_in_rp(pctx, buffers, scissor_state, pcolor, depth, stencil);
return;
}
if (buffers & PIPE_CLEAR_DEPTH)
range.aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
if (buffers & PIPE_CLEAR_STENCIL)
range.aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
VkClearDepthStencilValue zs_value = {depth, stencil};
range.baseMipLevel = fb->zsbuf->u.tex.level;
range.baseArrayLayer = fb->zsbuf->u.tex.first_layer;
range.layerCount = fb->zsbuf->u.tex.last_layer - fb->zsbuf->u.tex.first_layer + 1;
struct zink_resource *res = zink_resource(fb->zsbuf->texture);
if (res->layout != VK_IMAGE_LAYOUT_GENERAL && res->layout != VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL)
zink_resource_barrier(batch->cmdbuf, res, range.aspectMask, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
vkCmdClearDepthStencilImage(batch->cmdbuf, res->image, res->layout, &zs_value, 1, &range);
}
}