mesa/src/broadcom/vulkan/v3dv_meta_clear.c

1223 lines
45 KiB
C

/*
* Copyright © 2020 Raspberry Pi Ltd
*
* 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 "v3dv_private.h"
#include "v3dv_meta_common.h"
#include "compiler/nir/nir_builder.h"
#include "util/u_pack_color.h"
static void
get_hw_clear_color(struct v3dv_device *device,
const VkClearColorValue *color,
VkFormat fb_format,
VkFormat image_format,
uint32_t internal_type,
uint32_t internal_bpp,
uint32_t *hw_color)
{
const uint32_t internal_size = 4 << internal_bpp;
/* If the image format doesn't match the framebuffer format, then we are
* trying to clear an unsupported tlb format using a compatible
* format for the framebuffer. In this case, we want to make sure that
* we pack the clear value according to the original format semantics,
* not the compatible format.
*/
if (fb_format == image_format) {
v3dv_X(device, get_hw_clear_color)(color, internal_type, internal_size,
hw_color);
} else {
union util_color uc;
enum pipe_format pipe_image_format =
vk_format_to_pipe_format(image_format);
util_pack_color(color->float32, pipe_image_format, &uc);
memcpy(hw_color, uc.ui, internal_size);
}
}
/* Returns true if the implementation is able to handle the case, false
* otherwise.
*/
static bool
clear_image_tlb(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_image *image,
const VkClearValue *clear_value,
const VkImageSubresourceRange *range)
{
const VkOffset3D origin = { 0, 0, 0 };
VkFormat fb_format;
if (!v3dv_meta_can_use_tlb(image, &origin, &fb_format))
return false;
uint32_t internal_type, internal_bpp;
v3dv_X(cmd_buffer->device, get_internal_type_bpp_for_image_aspects)
(fb_format, range->aspectMask,
&internal_type, &internal_bpp);
union v3dv_clear_value hw_clear_value = { 0 };
if (range->aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
get_hw_clear_color(cmd_buffer->device, &clear_value->color, fb_format,
image->vk.format, internal_type, internal_bpp,
&hw_clear_value.color[0]);
} else {
assert((range->aspectMask & VK_IMAGE_ASPECT_DEPTH_BIT) ||
(range->aspectMask & VK_IMAGE_ASPECT_STENCIL_BIT));
hw_clear_value.z = clear_value->depthStencil.depth;
hw_clear_value.s = clear_value->depthStencil.stencil;
}
uint32_t level_count = vk_image_subresource_level_count(&image->vk, range);
uint32_t min_level = range->baseMipLevel;
uint32_t max_level = range->baseMipLevel + level_count;
/* For 3D images baseArrayLayer and layerCount must be 0 and 1 respectively.
* Instead, we need to consider the full depth dimension of the image, which
* goes from 0 up to the level's depth extent.
*/
uint32_t min_layer;
uint32_t max_layer;
if (image->vk.image_type != VK_IMAGE_TYPE_3D) {
min_layer = range->baseArrayLayer;
max_layer = range->baseArrayLayer +
vk_image_subresource_layer_count(&image->vk, range);
} else {
min_layer = 0;
max_layer = 0;
}
for (uint32_t level = min_level; level < max_level; level++) {
if (image->vk.image_type == VK_IMAGE_TYPE_3D)
max_layer = u_minify(image->vk.extent.depth, level);
uint32_t width = u_minify(image->vk.extent.width, level);
uint32_t height = u_minify(image->vk.extent.height, level);
struct v3dv_job *job =
v3dv_cmd_buffer_start_job(cmd_buffer, -1, V3DV_JOB_TYPE_GPU_CL);
if (!job)
return true;
v3dv_job_start_frame(job, width, height, max_layer, false,
1, internal_bpp,
image->vk.samples > VK_SAMPLE_COUNT_1_BIT);
struct v3dv_meta_framebuffer framebuffer;
v3dv_X(job->device, meta_framebuffer_init)(&framebuffer, fb_format,
internal_type,
&job->frame_tiling);
v3dv_X(job->device, job_emit_binning_flush)(job);
/* If this triggers it is an application bug: the spec requires
* that any aspects to clear are present in the image.
*/
assert(range->aspectMask & image->vk.aspects);
v3dv_X(job->device, meta_emit_clear_image_rcl)
(job, image, &framebuffer, &hw_clear_value,
range->aspectMask, min_layer, max_layer, level);
v3dv_cmd_buffer_finish_job(cmd_buffer);
}
return true;
}
VKAPI_ATTR void VKAPI_CALL
v3dv_CmdClearColorImage(VkCommandBuffer commandBuffer,
VkImage _image,
VkImageLayout imageLayout,
const VkClearColorValue *pColor,
uint32_t rangeCount,
const VkImageSubresourceRange *pRanges)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
V3DV_FROM_HANDLE(v3dv_image, image, _image);
const VkClearValue clear_value = {
.color = *pColor,
};
cmd_buffer->state.is_transfer = true;
for (uint32_t i = 0; i < rangeCount; i++) {
if (clear_image_tlb(cmd_buffer, image, &clear_value, &pRanges[i]))
continue;
unreachable("Unsupported color clear.");
}
cmd_buffer->state.is_transfer = false;
}
VKAPI_ATTR void VKAPI_CALL
v3dv_CmdClearDepthStencilImage(VkCommandBuffer commandBuffer,
VkImage _image,
VkImageLayout imageLayout,
const VkClearDepthStencilValue *pDepthStencil,
uint32_t rangeCount,
const VkImageSubresourceRange *pRanges)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
V3DV_FROM_HANDLE(v3dv_image, image, _image);
const VkClearValue clear_value = {
.depthStencil = *pDepthStencil,
};
cmd_buffer->state.is_transfer = true;
for (uint32_t i = 0; i < rangeCount; i++) {
if (clear_image_tlb(cmd_buffer, image, &clear_value, &pRanges[i]))
continue;
unreachable("Unsupported depth/stencil clear.");
}
cmd_buffer->state.is_transfer = false;
}
static void
destroy_color_clear_pipeline(VkDevice _device,
uint64_t pipeline,
VkAllocationCallbacks *alloc)
{
struct v3dv_meta_color_clear_pipeline *p =
(struct v3dv_meta_color_clear_pipeline *) (uintptr_t) pipeline;
v3dv_DestroyPipeline(_device, p->pipeline, alloc);
if (p->cached)
v3dv_DestroyRenderPass(_device, p->pass, alloc);
vk_free(alloc, p);
}
static void
destroy_depth_clear_pipeline(VkDevice _device,
struct v3dv_meta_depth_clear_pipeline *p,
VkAllocationCallbacks *alloc)
{
v3dv_DestroyPipeline(_device, p->pipeline, alloc);
vk_free(alloc, p);
}
static VkResult
create_color_clear_pipeline_layout(struct v3dv_device *device,
VkPipelineLayout *pipeline_layout)
{
/* FIXME: this is abusing a bit the API, since not all of our clear
* pipelines have a geometry shader. We could create 2 different pipeline
* layouts, but this works for us for now.
*/
VkPushConstantRange ranges[2] = {
{ VK_SHADER_STAGE_FRAGMENT_BIT, 0, 16 },
{ VK_SHADER_STAGE_GEOMETRY_BIT, 16, 4 },
};
VkPipelineLayoutCreateInfo info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.setLayoutCount = 0,
.pushConstantRangeCount = 2,
.pPushConstantRanges = ranges,
};
return v3dv_CreatePipelineLayout(v3dv_device_to_handle(device),
&info, &device->vk.alloc, pipeline_layout);
}
static VkResult
create_depth_clear_pipeline_layout(struct v3dv_device *device,
VkPipelineLayout *pipeline_layout)
{
/* FIXME: this is abusing a bit the API, since not all of our clear
* pipelines have a geometry shader. We could create 2 different pipeline
* layouts, but this works for us for now.
*/
VkPushConstantRange ranges[2] = {
{ VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4 },
{ VK_SHADER_STAGE_GEOMETRY_BIT, 4, 4 },
};
VkPipelineLayoutCreateInfo info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.setLayoutCount = 0,
.pushConstantRangeCount = 2,
.pPushConstantRanges = ranges
};
return v3dv_CreatePipelineLayout(v3dv_device_to_handle(device),
&info, &device->vk.alloc, pipeline_layout);
}
void
v3dv_meta_clear_init(struct v3dv_device *device)
{
device->meta.color_clear.cache =
_mesa_hash_table_create(NULL, u64_hash, u64_compare);
create_color_clear_pipeline_layout(device,
&device->meta.color_clear.p_layout);
device->meta.depth_clear.cache =
_mesa_hash_table_create(NULL, u64_hash, u64_compare);
create_depth_clear_pipeline_layout(device,
&device->meta.depth_clear.p_layout);
}
void
v3dv_meta_clear_finish(struct v3dv_device *device)
{
VkDevice _device = v3dv_device_to_handle(device);
hash_table_foreach(device->meta.color_clear.cache, entry) {
struct v3dv_meta_color_clear_pipeline *item = entry->data;
destroy_color_clear_pipeline(_device, (uintptr_t)item, &device->vk.alloc);
}
_mesa_hash_table_destroy(device->meta.color_clear.cache, NULL);
if (device->meta.color_clear.p_layout) {
v3dv_DestroyPipelineLayout(_device, device->meta.color_clear.p_layout,
&device->vk.alloc);
}
hash_table_foreach(device->meta.depth_clear.cache, entry) {
struct v3dv_meta_depth_clear_pipeline *item = entry->data;
destroy_depth_clear_pipeline(_device, item, &device->vk.alloc);
}
_mesa_hash_table_destroy(device->meta.depth_clear.cache, NULL);
if (device->meta.depth_clear.p_layout) {
v3dv_DestroyPipelineLayout(_device, device->meta.depth_clear.p_layout,
&device->vk.alloc);
}
}
static nir_shader *
get_clear_rect_vs()
{
const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, options,
"meta clear vs");
const struct glsl_type *vec4 = glsl_vec4_type();
nir_variable *vs_out_pos =
nir_variable_create(b.shader, nir_var_shader_out, vec4, "gl_Position");
vs_out_pos->data.location = VARYING_SLOT_POS;
nir_ssa_def *pos = nir_gen_rect_vertices(&b, NULL, NULL);
nir_store_var(&b, vs_out_pos, pos, 0xf);
return b.shader;
}
static nir_shader *
get_clear_rect_gs(uint32_t push_constant_layer_base)
{
/* FIXME: this creates a geometry shader that takes the index of a single
* layer to clear from push constants, so we need to emit a draw call for
* each layer that we want to clear. We could actually do better and have it
* take a range of layers and then emit one triangle per layer to clear,
* however, if we were to do this we would need to be careful not to exceed
* the maximum number of output vertices allowed in a geometry shader.
*/
const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_GEOMETRY, options,
"meta clear gs");
nir_shader *nir = b.shader;
nir->info.inputs_read = 1ull << VARYING_SLOT_POS;
nir->info.outputs_written = (1ull << VARYING_SLOT_POS) |
(1ull << VARYING_SLOT_LAYER);
nir->info.gs.input_primitive = SHADER_PRIM_TRIANGLES;
nir->info.gs.output_primitive = SHADER_PRIM_TRIANGLE_STRIP;
nir->info.gs.vertices_in = 3;
nir->info.gs.vertices_out = 3;
nir->info.gs.invocations = 1;
nir->info.gs.active_stream_mask = 0x1;
/* in vec4 gl_Position[3] */
nir_variable *gs_in_pos =
nir_variable_create(b.shader, nir_var_shader_in,
glsl_array_type(glsl_vec4_type(), 3, 0),
"in_gl_Position");
gs_in_pos->data.location = VARYING_SLOT_POS;
/* out vec4 gl_Position */
nir_variable *gs_out_pos =
nir_variable_create(b.shader, nir_var_shader_out, glsl_vec4_type(),
"out_gl_Position");
gs_out_pos->data.location = VARYING_SLOT_POS;
/* out float gl_Layer */
nir_variable *gs_out_layer =
nir_variable_create(b.shader, nir_var_shader_out, glsl_float_type(),
"out_gl_Layer");
gs_out_layer->data.location = VARYING_SLOT_LAYER;
/* Emit output triangle */
for (uint32_t i = 0; i < 3; i++) {
/* gl_Position from shader input */
nir_deref_instr *in_pos_i =
nir_build_deref_array_imm(&b, nir_build_deref_var(&b, gs_in_pos), i);
nir_copy_deref(&b, nir_build_deref_var(&b, gs_out_pos), in_pos_i);
/* gl_Layer from push constants */
nir_ssa_def *layer =
nir_load_push_constant(&b, 1, 32, nir_imm_int(&b, 0),
.base = push_constant_layer_base, .range = 4);
nir_store_var(&b, gs_out_layer, layer, 0x1);
nir_emit_vertex(&b, 0);
}
nir_end_primitive(&b, 0);
return nir;
}
static nir_shader *
get_color_clear_rect_fs(uint32_t rt_idx, VkFormat format)
{
const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options,
"meta clear fs");
enum pipe_format pformat = vk_format_to_pipe_format(format);
const struct glsl_type *fs_out_type =
util_format_is_float(pformat) ? glsl_vec4_type() : glsl_uvec4_type();
nir_variable *fs_out_color =
nir_variable_create(b.shader, nir_var_shader_out, fs_out_type, "out_color");
fs_out_color->data.location = FRAG_RESULT_DATA0 + rt_idx;
nir_ssa_def *color_load = nir_load_push_constant(&b, 4, 32, nir_imm_int(&b, 0), .base = 0, .range = 16);
nir_store_var(&b, fs_out_color, color_load, 0xf);
return b.shader;
}
static nir_shader *
get_depth_clear_rect_fs()
{
const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options,
"meta depth clear fs");
nir_variable *fs_out_depth =
nir_variable_create(b.shader, nir_var_shader_out, glsl_float_type(),
"out_depth");
fs_out_depth->data.location = FRAG_RESULT_DEPTH;
nir_ssa_def *depth_load =
nir_load_push_constant(&b, 1, 32, nir_imm_int(&b, 0), .base = 0, .range = 4);
nir_store_var(&b, fs_out_depth, depth_load, 0x1);
return b.shader;
}
static VkResult
create_pipeline(struct v3dv_device *device,
struct v3dv_render_pass *pass,
uint32_t subpass_idx,
uint32_t samples,
struct nir_shader *vs_nir,
struct nir_shader *gs_nir,
struct nir_shader *fs_nir,
const VkPipelineVertexInputStateCreateInfo *vi_state,
const VkPipelineDepthStencilStateCreateInfo *ds_state,
const VkPipelineColorBlendStateCreateInfo *cb_state,
const VkPipelineLayout layout,
VkPipeline *pipeline)
{
VkPipelineShaderStageCreateInfo stages[3] = { 0 };
struct vk_shader_module vs_m = vk_shader_module_from_nir(vs_nir);
struct vk_shader_module gs_m;
struct vk_shader_module fs_m;
uint32_t stage_count = 0;
stages[stage_count].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
stages[stage_count].stage = VK_SHADER_STAGE_VERTEX_BIT;
stages[stage_count].module = vk_shader_module_to_handle(&vs_m);
stages[stage_count].pName = "main";
stage_count++;
if (gs_nir) {
gs_m = vk_shader_module_from_nir(gs_nir);
stages[stage_count].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
stages[stage_count].stage = VK_SHADER_STAGE_GEOMETRY_BIT;
stages[stage_count].module = vk_shader_module_to_handle(&gs_m);
stages[stage_count].pName = "main";
stage_count++;
}
if (fs_nir) {
fs_m = vk_shader_module_from_nir(fs_nir);
stages[stage_count].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
stages[stage_count].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
stages[stage_count].module = vk_shader_module_to_handle(&fs_m);
stages[stage_count].pName = "main";
stage_count++;
}
VkGraphicsPipelineCreateInfo info = {
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.stageCount = stage_count,
.pStages = stages,
.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,
.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,
.depthBiasEnable = false,
},
.pMultisampleState = &(VkPipelineMultisampleStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
.rasterizationSamples = samples,
.sampleShadingEnable = false,
.pSampleMask = NULL,
.alphaToCoverageEnable = false,
.alphaToOneEnable = false,
},
.pDepthStencilState = ds_state,
.pColorBlendState = cb_state,
/* 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 that was vkCmdSet.
*/
.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_STENCIL_COMPARE_MASK,
VK_DYNAMIC_STATE_STENCIL_WRITE_MASK,
VK_DYNAMIC_STATE_STENCIL_REFERENCE,
VK_DYNAMIC_STATE_BLEND_CONSTANTS,
VK_DYNAMIC_STATE_DEPTH_BIAS,
VK_DYNAMIC_STATE_LINE_WIDTH,
},
},
.flags = 0,
.layout = layout,
.renderPass = v3dv_render_pass_to_handle(pass),
.subpass = subpass_idx,
};
VkResult result =
v3dv_CreateGraphicsPipelines(v3dv_device_to_handle(device),
VK_NULL_HANDLE,
1, &info,
&device->vk.alloc,
pipeline);
ralloc_free(vs_nir);
ralloc_free(gs_nir);
ralloc_free(fs_nir);
return result;
}
static VkResult
create_color_clear_pipeline(struct v3dv_device *device,
struct v3dv_render_pass *pass,
uint32_t subpass_idx,
uint32_t rt_idx,
VkFormat format,
uint32_t samples,
uint32_t components,
bool is_layered,
VkPipelineLayout pipeline_layout,
VkPipeline *pipeline)
{
nir_shader *vs_nir = get_clear_rect_vs();
nir_shader *fs_nir = get_color_clear_rect_fs(rt_idx, format);
nir_shader *gs_nir = is_layered ? get_clear_rect_gs(16) : NULL;
const VkPipelineVertexInputStateCreateInfo vi_state = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
.vertexBindingDescriptionCount = 0,
.vertexAttributeDescriptionCount = 0,
};
const VkPipelineDepthStencilStateCreateInfo ds_state = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
.depthTestEnable = false,
.depthWriteEnable = false,
.depthBoundsTestEnable = false,
.stencilTestEnable = false,
};
assert(subpass_idx < pass->subpass_count);
const uint32_t color_count = pass->subpasses[subpass_idx].color_count;
assert(rt_idx < color_count);
VkPipelineColorBlendAttachmentState blend_att_state[V3D_MAX_DRAW_BUFFERS];
for (uint32_t i = 0; i < color_count; i++) {
blend_att_state[i] = (VkPipelineColorBlendAttachmentState) {
.blendEnable = false,
.colorWriteMask = i == rt_idx ? components : 0,
};
}
const VkPipelineColorBlendStateCreateInfo cb_state = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
.logicOpEnable = false,
.attachmentCount = color_count,
.pAttachments = blend_att_state
};
return create_pipeline(device,
pass, subpass_idx,
samples,
vs_nir, gs_nir, fs_nir,
&vi_state,
&ds_state,
&cb_state,
pipeline_layout,
pipeline);
}
static VkResult
create_depth_clear_pipeline(struct v3dv_device *device,
VkImageAspectFlags aspects,
struct v3dv_render_pass *pass,
uint32_t subpass_idx,
uint32_t samples,
bool is_layered,
VkPipelineLayout pipeline_layout,
VkPipeline *pipeline)
{
const bool has_depth = aspects & VK_IMAGE_ASPECT_DEPTH_BIT;
const bool has_stencil = aspects & VK_IMAGE_ASPECT_STENCIL_BIT;
assert(has_depth || has_stencil);
nir_shader *vs_nir = get_clear_rect_vs();
nir_shader *fs_nir = has_depth ? get_depth_clear_rect_fs() : NULL;
nir_shader *gs_nir = is_layered ? get_clear_rect_gs(4) : NULL;
const VkPipelineVertexInputStateCreateInfo vi_state = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
.vertexBindingDescriptionCount = 0,
.vertexAttributeDescriptionCount = 0,
};
const VkPipelineDepthStencilStateCreateInfo ds_state = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
.depthTestEnable = has_depth,
.depthWriteEnable = has_depth,
.depthCompareOp = VK_COMPARE_OP_ALWAYS,
.depthBoundsTestEnable = false,
.stencilTestEnable = has_stencil,
.front = {
.passOp = VK_STENCIL_OP_REPLACE,
.compareOp = VK_COMPARE_OP_ALWAYS,
/* compareMask, writeMask and reference are dynamic state */
},
.back = { 0 },
};
assert(subpass_idx < pass->subpass_count);
VkPipelineColorBlendAttachmentState blend_att_state[V3D_MAX_DRAW_BUFFERS] = { 0 };
const VkPipelineColorBlendStateCreateInfo cb_state = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
.logicOpEnable = false,
.attachmentCount = pass->subpasses[subpass_idx].color_count,
.pAttachments = blend_att_state,
};
return create_pipeline(device,
pass, subpass_idx,
samples,
vs_nir, gs_nir, fs_nir,
&vi_state,
&ds_state,
&cb_state,
pipeline_layout,
pipeline);
}
static VkResult
create_color_clear_render_pass(struct v3dv_device *device,
uint32_t rt_idx,
VkFormat format,
uint32_t samples,
VkRenderPass *pass)
{
VkAttachmentDescription2 att = {
.sType = VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2,
.format = format,
.samples = samples,
.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD,
.storeOp = VK_ATTACHMENT_STORE_OP_STORE,
.initialLayout = VK_IMAGE_LAYOUT_GENERAL,
.finalLayout = VK_IMAGE_LAYOUT_GENERAL,
};
VkAttachmentReference2 att_ref = {
.sType = VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2,
.attachment = rt_idx,
.layout = VK_IMAGE_LAYOUT_GENERAL,
};
VkSubpassDescription2 subpass = {
.sType = VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_2,
.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
.inputAttachmentCount = 0,
.colorAttachmentCount = 1,
.pColorAttachments = &att_ref,
.pResolveAttachments = NULL,
.pDepthStencilAttachment = NULL,
.preserveAttachmentCount = 0,
.pPreserveAttachments = NULL,
};
VkRenderPassCreateInfo2 info = {
.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2,
.attachmentCount = 1,
.pAttachments = &att,
.subpassCount = 1,
.pSubpasses = &subpass,
.dependencyCount = 0,
.pDependencies = NULL,
};
return v3dv_CreateRenderPass2(v3dv_device_to_handle(device),
&info, &device->vk.alloc, pass);
}
static inline uint64_t
get_color_clear_pipeline_cache_key(uint32_t rt_idx,
VkFormat format,
uint32_t samples,
uint32_t components,
bool is_layered)
{
assert(rt_idx < V3D_MAX_DRAW_BUFFERS);
uint64_t key = 0;
uint32_t bit_offset = 0;
key |= rt_idx;
bit_offset += 2;
key |= ((uint64_t) format) << bit_offset;
bit_offset += 32;
key |= ((uint64_t) samples) << bit_offset;
bit_offset += 4;
key |= ((uint64_t) components) << bit_offset;
bit_offset += 4;
key |= (is_layered ? 1ull : 0ull) << bit_offset;
bit_offset += 1;
assert(bit_offset <= 64);
return key;
}
static inline uint64_t
get_depth_clear_pipeline_cache_key(VkImageAspectFlags aspects,
VkFormat format,
uint32_t samples,
bool is_layered)
{
uint64_t key = 0;
uint32_t bit_offset = 0;
key |= format;
bit_offset += 32;
key |= ((uint64_t) samples) << bit_offset;
bit_offset += 4;
const bool has_depth = (aspects & VK_IMAGE_ASPECT_DEPTH_BIT) ? 1 : 0;
key |= ((uint64_t) has_depth) << bit_offset;
bit_offset++;
const bool has_stencil = (aspects & VK_IMAGE_ASPECT_STENCIL_BIT) ? 1 : 0;
key |= ((uint64_t) has_stencil) << bit_offset;
bit_offset++;;
key |= (is_layered ? 1ull : 0ull) << bit_offset;
bit_offset += 1;
assert(bit_offset <= 64);
return key;
}
static VkResult
get_color_clear_pipeline(struct v3dv_device *device,
struct v3dv_render_pass *pass,
uint32_t subpass_idx,
uint32_t rt_idx,
uint32_t attachment_idx,
VkFormat format,
uint32_t samples,
uint32_t components,
bool is_layered,
struct v3dv_meta_color_clear_pipeline **pipeline)
{
assert(vk_format_is_color(format));
VkResult result = VK_SUCCESS;
/* If pass != NULL it means that we are emitting the clear as a draw call
* in the current pass bound by the application. In that case, we can't
* cache the pipeline, since it will be referencing that pass and the
* application could be destroying it at any point. Hopefully, the perf
* impact is not too big since we still have the device pipeline cache
* around and we won't end up re-compiling the clear shader.
*
* FIXME: alternatively, we could refcount (or maybe clone) the render pass
* provided by the application and include it in the pipeline key setup
* to make caching safe in this scenario, however, based on tests with
* vkQuake3, the fact that we are not caching here doesn't seem to have
* any significant impact in performance, so it might not be worth it.
*/
const bool can_cache_pipeline = (pass == NULL);
uint64_t key;
if (can_cache_pipeline) {
key = get_color_clear_pipeline_cache_key(rt_idx, format, samples,
components, is_layered);
mtx_lock(&device->meta.mtx);
struct hash_entry *entry =
_mesa_hash_table_search(device->meta.color_clear.cache, &key);
if (entry) {
mtx_unlock(&device->meta.mtx);
*pipeline = entry->data;
return VK_SUCCESS;
}
}
*pipeline = vk_zalloc2(&device->vk.alloc, NULL, sizeof(**pipeline), 8,
VK_SYSTEM_ALLOCATION_SCOPE_DEVICE);
if (*pipeline == NULL) {
result = VK_ERROR_OUT_OF_HOST_MEMORY;
goto fail;
}
if (!pass) {
result = create_color_clear_render_pass(device,
rt_idx,
format,
samples,
&(*pipeline)->pass);
if (result != VK_SUCCESS)
goto fail;
pass = v3dv_render_pass_from_handle((*pipeline)->pass);
} else {
(*pipeline)->pass = v3dv_render_pass_to_handle(pass);
}
result = create_color_clear_pipeline(device,
pass,
subpass_idx,
rt_idx,
format,
samples,
components,
is_layered,
device->meta.color_clear.p_layout,
&(*pipeline)->pipeline);
if (result != VK_SUCCESS)
goto fail;
if (can_cache_pipeline) {
(*pipeline)->key = key;
(*pipeline)->cached = true;
_mesa_hash_table_insert(device->meta.color_clear.cache,
&(*pipeline)->key, *pipeline);
mtx_unlock(&device->meta.mtx);
}
return VK_SUCCESS;
fail:
if (can_cache_pipeline)
mtx_unlock(&device->meta.mtx);
VkDevice _device = v3dv_device_to_handle(device);
if (*pipeline) {
if ((*pipeline)->cached)
v3dv_DestroyRenderPass(_device, (*pipeline)->pass, &device->vk.alloc);
if ((*pipeline)->pipeline)
v3dv_DestroyPipeline(_device, (*pipeline)->pipeline, &device->vk.alloc);
vk_free(&device->vk.alloc, *pipeline);
*pipeline = NULL;
}
return result;
}
static VkResult
get_depth_clear_pipeline(struct v3dv_device *device,
VkImageAspectFlags aspects,
struct v3dv_render_pass *pass,
uint32_t subpass_idx,
uint32_t attachment_idx,
bool is_layered,
struct v3dv_meta_depth_clear_pipeline **pipeline)
{
assert(subpass_idx < pass->subpass_count);
assert(attachment_idx != VK_ATTACHMENT_UNUSED);
assert(attachment_idx < pass->attachment_count);
VkResult result = VK_SUCCESS;
const uint32_t samples = pass->attachments[attachment_idx].desc.samples;
const VkFormat format = pass->attachments[attachment_idx].desc.format;
assert(vk_format_is_depth_or_stencil(format));
const uint64_t key =
get_depth_clear_pipeline_cache_key(aspects, format, samples, is_layered);
mtx_lock(&device->meta.mtx);
struct hash_entry *entry =
_mesa_hash_table_search(device->meta.depth_clear.cache, &key);
if (entry) {
mtx_unlock(&device->meta.mtx);
*pipeline = entry->data;
return VK_SUCCESS;
}
*pipeline = vk_zalloc2(&device->vk.alloc, NULL, sizeof(**pipeline), 8,
VK_SYSTEM_ALLOCATION_SCOPE_DEVICE);
if (*pipeline == NULL) {
result = VK_ERROR_OUT_OF_HOST_MEMORY;
goto fail;
}
result = create_depth_clear_pipeline(device,
aspects,
pass,
subpass_idx,
samples,
is_layered,
device->meta.depth_clear.p_layout,
&(*pipeline)->pipeline);
if (result != VK_SUCCESS)
goto fail;
(*pipeline)->key = key;
_mesa_hash_table_insert(device->meta.depth_clear.cache,
&(*pipeline)->key, *pipeline);
mtx_unlock(&device->meta.mtx);
return VK_SUCCESS;
fail:
mtx_unlock(&device->meta.mtx);
VkDevice _device = v3dv_device_to_handle(device);
if (*pipeline) {
if ((*pipeline)->pipeline)
v3dv_DestroyPipeline(_device, (*pipeline)->pipeline, &device->vk.alloc);
vk_free(&device->vk.alloc, *pipeline);
*pipeline = NULL;
}
return result;
}
/* Emits a scissored quad in the clear color */
static void
emit_subpass_color_clear_rects(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_render_pass *pass,
struct v3dv_subpass *subpass,
uint32_t rt_idx,
const VkClearColorValue *clear_color,
bool is_layered,
bool all_rects_same_layers,
uint32_t rect_count,
const VkClearRect *rects)
{
/* Skip if attachment is unused in the current subpass */
assert(rt_idx < subpass->color_count);
const uint32_t attachment_idx = subpass->color_attachments[rt_idx].attachment;
if (attachment_idx == VK_ATTACHMENT_UNUSED)
return;
/* Obtain a pipeline for this clear */
assert(attachment_idx < cmd_buffer->state.pass->attachment_count);
const VkFormat format =
cmd_buffer->state.pass->attachments[attachment_idx].desc.format;
const VkFormat samples =
cmd_buffer->state.pass->attachments[attachment_idx].desc.samples;
const uint32_t components = VK_COLOR_COMPONENT_R_BIT |
VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT |
VK_COLOR_COMPONENT_A_BIT;
struct v3dv_meta_color_clear_pipeline *pipeline = NULL;
VkResult result = get_color_clear_pipeline(cmd_buffer->device,
pass,
cmd_buffer->state.subpass_idx,
rt_idx,
attachment_idx,
format,
samples,
components,
is_layered,
&pipeline);
if (result != VK_SUCCESS) {
if (result == VK_ERROR_OUT_OF_HOST_MEMORY)
v3dv_flag_oom(cmd_buffer, NULL);
return;
}
assert(pipeline && pipeline->pipeline);
/* Emit clear rects */
v3dv_cmd_buffer_meta_state_push(cmd_buffer, false);
VkCommandBuffer cmd_buffer_handle = v3dv_cmd_buffer_to_handle(cmd_buffer);
v3dv_CmdPushConstants(cmd_buffer_handle,
cmd_buffer->device->meta.depth_clear.p_layout,
VK_SHADER_STAGE_FRAGMENT_BIT, 0, 16,
clear_color->float32);
v3dv_CmdBindPipeline(cmd_buffer_handle,
VK_PIPELINE_BIND_POINT_GRAPHICS,
pipeline->pipeline);
uint32_t dynamic_states = V3DV_CMD_DIRTY_VIEWPORT | V3DV_CMD_DIRTY_SCISSOR;
for (uint32_t i = 0; i < rect_count; i++) {
const VkViewport viewport = {
.x = rects[i].rect.offset.x,
.y = rects[i].rect.offset.y,
.width = rects[i].rect.extent.width,
.height = rects[i].rect.extent.height,
.minDepth = 0.0f,
.maxDepth = 1.0f
};
v3dv_CmdSetViewport(cmd_buffer_handle, 0, 1, &viewport);
v3dv_CmdSetScissor(cmd_buffer_handle, 0, 1, &rects[i].rect);
if (is_layered) {
for (uint32_t layer_offset = 0; layer_offset < rects[i].layerCount;
layer_offset++) {
uint32_t layer = rects[i].baseArrayLayer + layer_offset;
v3dv_CmdPushConstants(cmd_buffer_handle,
cmd_buffer->device->meta.depth_clear.p_layout,
VK_SHADER_STAGE_GEOMETRY_BIT, 16, 4, &layer);
v3dv_CmdDraw(cmd_buffer_handle, 4, 1, 0, 0);
}
} else {
assert(rects[i].baseArrayLayer == 0 && rects[i].layerCount == 1);
v3dv_CmdDraw(cmd_buffer_handle, 4, 1, 0, 0);
}
}
/* Subpass pipelines can't be cached because they include a reference to the
* render pass currently bound by the application, which means that we need
* to destroy them manually here.
*/
assert(!pipeline->cached);
v3dv_cmd_buffer_add_private_obj(
cmd_buffer, (uintptr_t)pipeline,
(v3dv_cmd_buffer_private_obj_destroy_cb) destroy_color_clear_pipeline);
v3dv_cmd_buffer_meta_state_pop(cmd_buffer, dynamic_states, false);
}
/* Emits a scissored quad, clearing the depth aspect by writing to gl_FragDepth
* and the stencil aspect by using stencil testing.
*/
static void
emit_subpass_ds_clear_rects(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_render_pass *pass,
struct v3dv_subpass *subpass,
VkImageAspectFlags aspects,
const VkClearDepthStencilValue *clear_ds,
bool is_layered,
bool all_rects_same_layers,
uint32_t rect_count,
const VkClearRect *rects)
{
/* Skip if attachment is unused in the current subpass */
const uint32_t attachment_idx = subpass->ds_attachment.attachment;
if (attachment_idx == VK_ATTACHMENT_UNUSED)
return;
/* Obtain a pipeline for this clear */
assert(attachment_idx < cmd_buffer->state.pass->attachment_count);
struct v3dv_meta_depth_clear_pipeline *pipeline = NULL;
VkResult result = get_depth_clear_pipeline(cmd_buffer->device,
aspects,
pass,
cmd_buffer->state.subpass_idx,
attachment_idx,
is_layered,
&pipeline);
if (result != VK_SUCCESS) {
if (result == VK_ERROR_OUT_OF_HOST_MEMORY)
v3dv_flag_oom(cmd_buffer, NULL);
return;
}
assert(pipeline && pipeline->pipeline);
/* Emit clear rects */
v3dv_cmd_buffer_meta_state_push(cmd_buffer, false);
VkCommandBuffer cmd_buffer_handle = v3dv_cmd_buffer_to_handle(cmd_buffer);
v3dv_CmdPushConstants(cmd_buffer_handle,
cmd_buffer->device->meta.depth_clear.p_layout,
VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4,
&clear_ds->depth);
v3dv_CmdBindPipeline(cmd_buffer_handle,
VK_PIPELINE_BIND_POINT_GRAPHICS,
pipeline->pipeline);
uint32_t dynamic_states = V3DV_CMD_DIRTY_VIEWPORT | V3DV_CMD_DIRTY_SCISSOR;
if (aspects & VK_IMAGE_ASPECT_STENCIL_BIT) {
v3dv_CmdSetStencilReference(cmd_buffer_handle,
VK_STENCIL_FACE_FRONT_AND_BACK,
clear_ds->stencil);
v3dv_CmdSetStencilWriteMask(cmd_buffer_handle,
VK_STENCIL_FACE_FRONT_AND_BACK, 0xff);
v3dv_CmdSetStencilCompareMask(cmd_buffer_handle,
VK_STENCIL_FACE_FRONT_AND_BACK, 0xff);
dynamic_states |= VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK |
VK_DYNAMIC_STATE_STENCIL_WRITE_MASK |
VK_DYNAMIC_STATE_STENCIL_REFERENCE;
}
for (uint32_t i = 0; i < rect_count; i++) {
const VkViewport viewport = {
.x = rects[i].rect.offset.x,
.y = rects[i].rect.offset.y,
.width = rects[i].rect.extent.width,
.height = rects[i].rect.extent.height,
.minDepth = 0.0f,
.maxDepth = 1.0f
};
v3dv_CmdSetViewport(cmd_buffer_handle, 0, 1, &viewport);
v3dv_CmdSetScissor(cmd_buffer_handle, 0, 1, &rects[i].rect);
if (is_layered) {
for (uint32_t layer_offset = 0; layer_offset < rects[i].layerCount;
layer_offset++) {
uint32_t layer = rects[i].baseArrayLayer + layer_offset;
v3dv_CmdPushConstants(cmd_buffer_handle,
cmd_buffer->device->meta.depth_clear.p_layout,
VK_SHADER_STAGE_GEOMETRY_BIT, 4, 4, &layer);
v3dv_CmdDraw(cmd_buffer_handle, 4, 1, 0, 0);
}
} else {
assert(rects[i].baseArrayLayer == 0 && rects[i].layerCount == 1);
v3dv_CmdDraw(cmd_buffer_handle, 4, 1, 0, 0);
}
}
v3dv_cmd_buffer_meta_state_pop(cmd_buffer, dynamic_states, false);
}
static void
gather_layering_info(uint32_t rect_count, const VkClearRect *rects,
bool *is_layered, bool *all_rects_same_layers)
{
*all_rects_same_layers = true;
uint32_t min_layer = rects[0].baseArrayLayer;
uint32_t max_layer = rects[0].baseArrayLayer + rects[0].layerCount - 1;
for (uint32_t i = 1; i < rect_count; i++) {
if (rects[i].baseArrayLayer != rects[i - 1].baseArrayLayer ||
rects[i].layerCount != rects[i - 1].layerCount) {
*all_rects_same_layers = false;
min_layer = MIN2(min_layer, rects[i].baseArrayLayer);
max_layer = MAX2(max_layer, rects[i].baseArrayLayer +
rects[i].layerCount - 1);
}
}
*is_layered = !(min_layer == 0 && max_layer == 0);
}
VKAPI_ATTR void VKAPI_CALL
v3dv_CmdClearAttachments(VkCommandBuffer commandBuffer,
uint32_t attachmentCount,
const VkClearAttachment *pAttachments,
uint32_t rectCount,
const VkClearRect *pRects)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
/* We can only clear attachments in the current subpass */
assert(attachmentCount <= 5); /* 4 color + D/S */
struct v3dv_render_pass *pass = cmd_buffer->state.pass;
assert(cmd_buffer->state.subpass_idx < pass->subpass_count);
struct v3dv_subpass *subpass =
&cmd_buffer->state.pass->subpasses[cmd_buffer->state.subpass_idx];
/* Emit a clear rect inside the current job for this subpass. For layered
* framebuffers, we use a geometry shader to redirect clears to the
* appropriate layers.
*/
bool is_layered, all_rects_same_layers;
gather_layering_info(rectCount, pRects, &is_layered, &all_rects_same_layers);
for (uint32_t i = 0; i < attachmentCount; i++) {
if (pAttachments[i].aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
emit_subpass_color_clear_rects(cmd_buffer, pass, subpass,
pAttachments[i].colorAttachment,
&pAttachments[i].clearValue.color,
is_layered, all_rects_same_layers,
rectCount, pRects);
} else {
emit_subpass_ds_clear_rects(cmd_buffer, pass, subpass,
pAttachments[i].aspectMask,
&pAttachments[i].clearValue.depthStencil,
is_layered, all_rects_same_layers,
rectCount, pRects);
}
}
}