mesa/src/broadcom/vulkan/v3dv_pass.c

734 lines
29 KiB
C

/*
* Copyright © 2019 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"
static uint32_t
num_subpass_attachments(const VkSubpassDescription2 *desc)
{
return desc->inputAttachmentCount +
desc->colorAttachmentCount +
(desc->pResolveAttachments ? desc->colorAttachmentCount : 0) +
(desc->pDepthStencilAttachment != NULL);
}
static void
set_try_tlb_resolve(struct v3dv_device *device,
struct v3dv_render_pass_attachment *att)
{
const struct v3dv_format *format = v3dv_X(device, get_format)(att->desc.format);
att->try_tlb_resolve = v3dv_X(device, format_supports_tlb_resolve)(format);
}
static void
pass_find_subpass_range_for_attachments(struct v3dv_device *device,
struct v3dv_render_pass *pass)
{
for (uint32_t i = 0; i < pass->attachment_count; i++) {
pass->attachments[i].first_subpass = pass->subpass_count - 1;
pass->attachments[i].last_subpass = 0;
if (pass->multiview_enabled) {
for (uint32_t j = 0; j < MAX_MULTIVIEW_VIEW_COUNT; j++) {
pass->attachments[i].views[j].first_subpass = pass->subpass_count - 1;
pass->attachments[i].views[j].last_subpass = 0;
}
}
}
for (uint32_t i = 0; i < pass->subpass_count; i++) {
const struct v3dv_subpass *subpass = &pass->subpasses[i];
for (uint32_t j = 0; j < subpass->color_count; j++) {
uint32_t attachment_idx = subpass->color_attachments[j].attachment;
if (attachment_idx == VK_ATTACHMENT_UNUSED)
continue;
struct v3dv_render_pass_attachment *att =
&pass->attachments[attachment_idx];
if (i < att->first_subpass)
att->first_subpass = i;
if (i > att->last_subpass)
att->last_subpass = i;
uint32_t view_mask = subpass->view_mask;
while (view_mask) {
uint32_t view_index = u_bit_scan(&view_mask);
if (i < att->views[view_index].first_subpass)
att->views[view_index].first_subpass = i;
if (i > att->views[view_index].last_subpass)
att->views[view_index].last_subpass = i;
}
if (subpass->resolve_attachments &&
subpass->resolve_attachments[j].attachment != VK_ATTACHMENT_UNUSED) {
set_try_tlb_resolve(device, att);
}
}
uint32_t ds_attachment_idx = subpass->ds_attachment.attachment;
if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) {
if (i < pass->attachments[ds_attachment_idx].first_subpass)
pass->attachments[ds_attachment_idx].first_subpass = i;
if (i > pass->attachments[ds_attachment_idx].last_subpass)
pass->attachments[ds_attachment_idx].last_subpass = i;
if (subpass->ds_resolve_attachment.attachment != VK_ATTACHMENT_UNUSED)
set_try_tlb_resolve(device, &pass->attachments[ds_attachment_idx]);
}
for (uint32_t j = 0; j < subpass->input_count; j++) {
uint32_t input_attachment_idx = subpass->input_attachments[j].attachment;
if (input_attachment_idx == VK_ATTACHMENT_UNUSED)
continue;
if (i < pass->attachments[input_attachment_idx].first_subpass)
pass->attachments[input_attachment_idx].first_subpass = i;
if (i > pass->attachments[input_attachment_idx].last_subpass)
pass->attachments[input_attachment_idx].last_subpass = i;
}
if (subpass->resolve_attachments) {
for (uint32_t j = 0; j < subpass->color_count; j++) {
uint32_t attachment_idx = subpass->resolve_attachments[j].attachment;
if (attachment_idx == VK_ATTACHMENT_UNUSED)
continue;
if (i < pass->attachments[attachment_idx].first_subpass)
pass->attachments[attachment_idx].first_subpass = i;
if (i > pass->attachments[attachment_idx].last_subpass)
pass->attachments[attachment_idx].last_subpass = i;
}
}
}
}
/* GFXH-1461: if depth is cleared but stencil is loaded (or vice versa),
* the clear might get lost. If a subpass has this then we can't emit
* the clear using the TLB and we have to do it as a draw call. This
* issue is fixed since V3D 4.3.18.
*
* FIXME: separate stencil.
*/
static void
check_do_depth_stencil_clear_with_draw(struct v3dv_device *device,
struct v3dv_render_pass *pass,
struct v3dv_subpass *subpass)
{
if (device->devinfo.ver > 42 ||
subpass->ds_attachment.attachment == VK_ATTACHMENT_UNUSED) {
return;
}
struct v3dv_render_pass_attachment *att =
&pass->attachments[subpass->ds_attachment.attachment];
if (att->desc.format != VK_FORMAT_D24_UNORM_S8_UINT)
return;
if (att->desc.loadOp == VK_ATTACHMENT_LOAD_OP_CLEAR &&
att->desc.stencilLoadOp == VK_ATTACHMENT_LOAD_OP_LOAD) {
subpass->do_depth_clear_with_draw = true;
} else if (att->desc.loadOp == VK_ATTACHMENT_LOAD_OP_LOAD &&
att->desc.stencilLoadOp == VK_ATTACHMENT_LOAD_OP_CLEAR) {
subpass->do_stencil_clear_with_draw = true;
}
}
VKAPI_ATTR VkResult VKAPI_CALL
v3dv_CreateRenderPass2(VkDevice _device,
const VkRenderPassCreateInfo2 *pCreateInfo,
const VkAllocationCallbacks *pAllocator,
VkRenderPass *pRenderPass)
{
V3DV_FROM_HANDLE(v3dv_device, device, _device);
struct v3dv_render_pass *pass;
assert(pCreateInfo->sType == VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2);
/* From the VK_KHR_multiview spec:
*
* When a subpass uses a non-zero view mask, multiview functionality is
* considered to be enabled. Multiview is all-or-nothing for a render
* pass - that is, either all subpasses must have a non-zero view mask
* (though some subpasses may have only one view) or all must be zero.
*/
bool multiview_enabled = pCreateInfo->subpassCount &&
pCreateInfo->pSubpasses[0].viewMask;
size_t size = sizeof(*pass);
size_t subpasses_offset = size;
size += pCreateInfo->subpassCount * sizeof(pass->subpasses[0]);
size_t attachments_offset = size;
size += pCreateInfo->attachmentCount * sizeof(pass->attachments[0]);
pass = vk_object_zalloc(&device->vk, pAllocator, size,
VK_OBJECT_TYPE_RENDER_PASS);
if (pass == NULL)
return vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
pass->multiview_enabled = multiview_enabled;
pass->attachment_count = pCreateInfo->attachmentCount;
pass->attachments = (void *) pass + attachments_offset;
pass->subpass_count = pCreateInfo->subpassCount;
pass->subpasses = (void *) pass + subpasses_offset;
for (uint32_t i = 0; i < pCreateInfo->attachmentCount; i++)
pass->attachments[i].desc = pCreateInfo->pAttachments[i];
uint32_t subpass_attachment_count = 0;
for (uint32_t i = 0; i < pCreateInfo->subpassCount; i++) {
const VkSubpassDescription2 *desc = &pCreateInfo->pSubpasses[i];
subpass_attachment_count += num_subpass_attachments(desc);
}
if (subpass_attachment_count) {
const size_t subpass_attachment_bytes =
subpass_attachment_count * sizeof(struct v3dv_subpass_attachment);
pass->subpass_attachments =
vk_alloc2(&device->vk.alloc, pAllocator, subpass_attachment_bytes, 8,
VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
if (pass->subpass_attachments == NULL) {
vk_object_free(&device->vk, pAllocator, pass);
return vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
}
} else {
pass->subpass_attachments = NULL;
}
struct v3dv_subpass_attachment *p = pass->subpass_attachments;
for (uint32_t i = 0; i < pCreateInfo->subpassCount; i++) {
const VkSubpassDescription2 *desc = &pCreateInfo->pSubpasses[i];
struct v3dv_subpass *subpass = &pass->subpasses[i];
subpass->input_count = desc->inputAttachmentCount;
subpass->color_count = desc->colorAttachmentCount;
subpass->view_mask = desc->viewMask;
if (desc->inputAttachmentCount > 0) {
subpass->input_attachments = p;
p += desc->inputAttachmentCount;
for (uint32_t j = 0; j < desc->inputAttachmentCount; j++) {
subpass->input_attachments[j] = (struct v3dv_subpass_attachment) {
.attachment = desc->pInputAttachments[j].attachment,
.layout = desc->pInputAttachments[j].layout,
};
}
}
if (desc->colorAttachmentCount > 0) {
subpass->color_attachments = p;
p += desc->colorAttachmentCount;
for (uint32_t j = 0; j < desc->colorAttachmentCount; j++) {
subpass->color_attachments[j] = (struct v3dv_subpass_attachment) {
.attachment = desc->pColorAttachments[j].attachment,
.layout = desc->pColorAttachments[j].layout,
};
}
}
if (desc->pResolveAttachments) {
subpass->resolve_attachments = p;
p += desc->colorAttachmentCount;
for (uint32_t j = 0; j < desc->colorAttachmentCount; j++) {
subpass->resolve_attachments[j] = (struct v3dv_subpass_attachment) {
.attachment = desc->pResolveAttachments[j].attachment,
.layout = desc->pResolveAttachments[j].layout,
};
}
}
if (desc->pDepthStencilAttachment) {
subpass->ds_attachment = (struct v3dv_subpass_attachment) {
.attachment = desc->pDepthStencilAttachment->attachment,
.layout = desc->pDepthStencilAttachment->layout,
};
check_do_depth_stencil_clear_with_draw(device, pass, subpass);
/* VK_KHR_depth_stencil_resolve */
const VkSubpassDescriptionDepthStencilResolve *resolve_desc =
vk_find_struct_const(desc->pNext, SUBPASS_DESCRIPTION_DEPTH_STENCIL_RESOLVE);
const VkAttachmentReference2 *resolve_att =
resolve_desc && resolve_desc->pDepthStencilResolveAttachment &&
resolve_desc->pDepthStencilResolveAttachment->attachment != VK_ATTACHMENT_UNUSED ?
resolve_desc->pDepthStencilResolveAttachment : NULL;
if (resolve_att) {
subpass->ds_resolve_attachment = (struct v3dv_subpass_attachment) {
.attachment = resolve_att->attachment,
.layout = resolve_att->layout,
};
assert(resolve_desc->depthResolveMode == VK_RESOLVE_MODE_SAMPLE_ZERO_BIT ||
resolve_desc->stencilResolveMode == VK_RESOLVE_MODE_SAMPLE_ZERO_BIT);
subpass->resolve_depth =
resolve_desc->depthResolveMode != VK_RESOLVE_MODE_NONE &&
resolve_att->aspectMask & VK_IMAGE_ASPECT_DEPTH_BIT;
subpass->resolve_stencil =
resolve_desc->stencilResolveMode != VK_RESOLVE_MODE_NONE &&
resolve_att->aspectMask & VK_IMAGE_ASPECT_STENCIL_BIT;
} else {
subpass->ds_resolve_attachment.attachment = VK_ATTACHMENT_UNUSED;
subpass->resolve_depth = false;
subpass->resolve_stencil = false;
}
} else {
subpass->ds_attachment.attachment = VK_ATTACHMENT_UNUSED;
subpass->ds_resolve_attachment.attachment = VK_ATTACHMENT_UNUSED;
subpass->resolve_depth = false;
subpass->resolve_stencil = false;
}
}
pass_find_subpass_range_for_attachments(device, pass);
/* FIXME: handle subpass dependencies */
*pRenderPass = v3dv_render_pass_to_handle(pass);
return VK_SUCCESS;
}
VKAPI_ATTR void VKAPI_CALL
v3dv_DestroyRenderPass(VkDevice _device,
VkRenderPass _pass,
const VkAllocationCallbacks *pAllocator)
{
V3DV_FROM_HANDLE(v3dv_device, device, _device);
V3DV_FROM_HANDLE(v3dv_render_pass, pass, _pass);
if (!_pass)
return;
vk_free2(&device->vk.alloc, pAllocator, pass->subpass_attachments);
vk_object_free(&device->vk, pAllocator, pass);
}
static void
get_granularity(struct v3dv_device *device,
uint32_t count,
const VkFormat *formats,
bool msaa,
VkExtent2D *granularity)
{
uint32_t max_internal_bpp = 0;
uint32_t total_color_bpp = 0;
for (int i = 0; i < count; i++) {
const struct v3dv_format *format = v3dv_X(device, get_format)(formats[i]);
assert(format);
/* We don't support rendering to YCbCr images */
assert(format->plane_count == 1);
uint32_t internal_type, internal_bpp;
v3dv_X(device, get_internal_type_bpp_for_output_format)
(format->planes[0].rt_type, &internal_type, &internal_bpp);
max_internal_bpp = MAX2(max_internal_bpp, internal_bpp);
total_color_bpp += 4 * v3d_internal_bpp_words(internal_bpp);
}
/* If requested, double-buffer may or may not be enabled depending on
* heuristics so we choose a conservative granularity here, with it disabled.
*/
uint32_t width, height;
v3d_choose_tile_size(&device->devinfo, count,
max_internal_bpp, total_color_bpp, msaa,
false /* double-buffer */, &width, &height);
*granularity = (VkExtent2D) {
.width = width,
.height = height
};
}
static void
subpass_get_granularity(struct v3dv_device *device,
struct v3dv_render_pass *pass,
uint32_t subpass_idx,
VkExtent2D *granularity)
{
/* Granularity is defined by the tile size */
assert(subpass_idx < pass->subpass_count);
struct v3dv_subpass *subpass = &pass->subpasses[subpass_idx];
const uint32_t subpass_color_count = subpass->color_count;
assert(subpass_color_count <= V3D_MAX_DRAW_BUFFERS);
VkFormat formats[V3D_MAX_DRAW_BUFFERS];
bool msaa = false;
uint32_t color_count = 0;
for (uint32_t i = 0; i < subpass_color_count; i++) {
uint32_t attachment_idx = subpass->color_attachments[i].attachment;
if (attachment_idx == VK_ATTACHMENT_UNUSED)
continue;
const VkAttachmentDescription2 *desc =
&pass->attachments[attachment_idx].desc;
formats[color_count++] = desc->format;
if (desc->samples > VK_SAMPLE_COUNT_1_BIT)
msaa = true;
}
get_granularity(device, color_count, formats, msaa, granularity);
}
VKAPI_ATTR void VKAPI_CALL
v3dv_GetRenderAreaGranularity(VkDevice _device,
VkRenderPass renderPass,
VkExtent2D *pGranularity)
{
V3DV_FROM_HANDLE(v3dv_render_pass, pass, renderPass);
V3DV_FROM_HANDLE(v3dv_device, device, _device);
*pGranularity = (VkExtent2D) {
.width = 64,
.height = 64,
};
for (uint32_t i = 0; i < pass->subpass_count; i++) {
VkExtent2D sg;
subpass_get_granularity(device, pass, i, &sg);
pGranularity->width = MIN2(pGranularity->width, sg.width);
pGranularity->height = MIN2(pGranularity->height, sg.height);
}
}
/* This is for dynamic rendering, introduced with VK_KHR_maintenance5 */
VKAPI_ATTR void VKAPI_CALL
v3dv_GetRenderingAreaGranularityKHR(VkDevice _device,
const VkRenderingAreaInfoKHR *pRenderingAreaInfo,
VkExtent2D *pGranularity)
{
V3DV_FROM_HANDLE(v3dv_device, device, _device);
/* Since VkRenderingAreaInfoKHR doesn't include information about MSAA we
* choose to compute granularity as if it was disabled which would give us
* the largest granularity (worst case).
*/
get_granularity(device,
pRenderingAreaInfo->colorAttachmentCount,
pRenderingAreaInfo->pColorAttachmentFormats,
false /* msaa */,
pGranularity);
}
/* Checks whether the render area rectangle covers a region that is aligned to
* tile boundaries. This means that we are writing to all pixels covered by
* all tiles in that area (except for pixels on edge tiles that are outside
* the framebuffer dimensions).
*
* When our framebuffer is aligned to tile boundaries we know we are writing
* valid data to all all pixels in each tile and we can apply certain
* optimizations, like avoiding tile loads, since we know that none of the
* original pixel values in each tile for that area need to be preserved.
* We also use this to decide if we can use TLB clears, as these clear whole
* tiles so we can't use them if the render area is not aligned.
*
* Note that when an image is created it will possibly include padding blocks
* depending on its tiling layout. When the framebuffer dimensions are not
* aligned to tile boundaries then edge tiles are only partially covered by the
* framebuffer pixels, but tile stores still seem to store full tiles
* writing to the padded sections. This is important when the framebuffer
* is aliasing a smaller section of a larger image, as in that case the edge
* tiles of the framebuffer would overwrite valid pixels in the larger image.
* In that case, we can't flag the area as being aligned.
*/
bool
v3dv_subpass_area_is_tile_aligned(struct v3dv_device *device,
const VkRect2D *area,
struct v3dv_framebuffer *fb,
struct v3dv_render_pass *pass,
uint32_t subpass_idx)
{
assert(subpass_idx < pass->subpass_count);
VkExtent2D granularity;
subpass_get_granularity(device, pass, subpass_idx, &granularity);
return area->offset.x % granularity.width == 0 &&
area->offset.y % granularity.height == 0 &&
(area->extent.width % granularity.width == 0 ||
(fb->has_edge_padding &&
area->offset.x + area->extent.width >= fb->width)) &&
(area->extent.height % granularity.height == 0 ||
(fb->has_edge_padding &&
area->offset.y + area->extent.height >= fb->height));
}
static void
setup_dynamic_attachment(struct v3dv_device *device,
struct v3dv_render_pass_attachment *att,
const VkRenderingAttachmentInfo *info,
bool is_stencil,
bool is_resolve)
{
struct v3dv_image_view *view = v3dv_image_view_from_handle(info->imageView);
VkAttachmentLoadOp load_op, stencil_load_op;
VkAttachmentStoreOp store_op, stencil_store_op;
if (!is_stencil) {
stencil_load_op = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
stencil_store_op = VK_ATTACHMENT_STORE_OP_DONT_CARE;
if (!is_resolve) {
load_op = info->loadOp;
store_op = info->storeOp;
} else {
load_op = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
store_op = VK_ATTACHMENT_STORE_OP_STORE;
}
} else {
load_op = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
store_op = VK_ATTACHMENT_STORE_OP_DONT_CARE;
if (!is_resolve) {
stencil_load_op = info->loadOp;
stencil_store_op = info->storeOp;
} else {
stencil_load_op = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
stencil_store_op = VK_ATTACHMENT_STORE_OP_STORE;
}
}
att->desc = (VkAttachmentDescription2) {
.sType = VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2,
.flags = 0,
.format = view->vk.format,
.samples = view->vk.image->samples,
.loadOp = load_op,
.storeOp = store_op,
.stencilLoadOp = stencil_load_op,
.stencilStoreOp = stencil_store_op,
.initialLayout = info->imageLayout,
.finalLayout = info->imageLayout,
};
if (is_resolve)
set_try_tlb_resolve(device, att);
}
void
v3dv_setup_dynamic_render_pass(struct v3dv_cmd_buffer *cmd_buffer,
const VkRenderingInfoKHR *info)
{
struct v3dv_device *device = cmd_buffer->device;
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
struct v3dv_render_pass *pass = &state->dynamic_pass;
struct v3dv_subpass *subpass = &state->dynamic_subpass;
struct v3dv_render_pass_attachment *pass_attachments =
&state->dynamic_attachments[0];
struct v3dv_subpass_attachment *subpass_attachments =
&state->dynamic_subpass_attachments[0];
memset(pass, 0, sizeof(*pass));
memset(subpass, 0, sizeof(*subpass));
memset(pass_attachments, 0, sizeof(state->dynamic_subpass_attachments));
memset(subpass_attachments, 0, sizeof(state->dynamic_subpass_attachments));
vk_object_base_init(&device->vk, (struct vk_object_base *) pass,
VK_OBJECT_TYPE_RENDER_PASS);
pass->attachments = pass_attachments;
pass->subpass_attachments = subpass_attachments;
subpass->view_mask = info->viewMask;
subpass->color_count = info->colorAttachmentCount;
subpass->color_attachments = &subpass_attachments[0];
subpass->resolve_attachments = &subpass_attachments[subpass->color_count];
pass->multiview_enabled = info->viewMask != 0;
pass->subpass_count = 1;
pass->subpasses = subpass;
int a = 0;
for (int i = 0; i < info->colorAttachmentCount; i++) {
struct v3dv_render_pass_attachment *att = &pass->attachments[a];
const VkRenderingAttachmentInfo *att_info = &info->pColorAttachments[i];
if (att_info->imageView == VK_NULL_HANDLE) {
subpass->color_attachments[i].attachment = VK_ATTACHMENT_UNUSED;
subpass->resolve_attachments[i].attachment = VK_ATTACHMENT_UNUSED;
continue;
}
setup_dynamic_attachment(device, att, att_info, false, false);
subpass->color_attachments[i].attachment = a++;
subpass->color_attachments[i].layout = att_info->imageLayout;
if (att_info->resolveMode != VK_RESOLVE_MODE_NONE) {
struct v3dv_render_pass_attachment *resolve_att = &pass->attachments[a];
setup_dynamic_attachment(device, resolve_att, att_info, false, true);
subpass->resolve_attachments[i].attachment = a++;
subpass->resolve_attachments[i].layout = att_info->resolveImageLayout;
} else {
subpass->resolve_attachments[i].attachment = VK_ATTACHMENT_UNUSED;
}
}
bool has_depth = info->pDepthAttachment &&
info->pDepthAttachment->imageView != VK_NULL_HANDLE;
bool has_stencil = info->pStencilAttachment &&
info->pStencilAttachment->imageView != VK_NULL_HANDLE;
if (has_depth || has_stencil) {
struct v3dv_render_pass_attachment *att = &pass->attachments[a];
subpass->ds_attachment.attachment = a++;
bool has_depth_resolve = false;
bool has_stencil_resolve = false;
if (has_depth) {
setup_dynamic_attachment(device, att, info->pDepthAttachment,
false, false);
subpass->ds_attachment.layout = info->pDepthAttachment->imageLayout;
has_depth_resolve =
info->pDepthAttachment->resolveMode != VK_RESOLVE_MODE_NONE;
}
if (has_stencil) {
if (has_depth) {
att->desc.stencilLoadOp = info->pStencilAttachment->loadOp;
att->desc.stencilStoreOp = info->pStencilAttachment->storeOp;
} else {
setup_dynamic_attachment(device, att, info->pStencilAttachment,
true, false);
subpass->ds_attachment.layout =
info->pStencilAttachment->imageLayout;
}
has_stencil_resolve =
info->pStencilAttachment->resolveMode != VK_RESOLVE_MODE_NONE;
}
if (has_depth_resolve || has_stencil_resolve) {
struct v3dv_render_pass_attachment *att = &pass->attachments[a];
subpass->ds_resolve_attachment.attachment = a++;
if (has_depth_resolve) {
setup_dynamic_attachment(device, att, info->pDepthAttachment,
false, true);
subpass->ds_resolve_attachment.layout =
info->pDepthAttachment->resolveImageLayout;
subpass->resolve_depth = true;
}
if (has_stencil_resolve) {
if (has_depth_resolve) {
att->desc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
att->desc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
} else {
setup_dynamic_attachment(device, att, info->pStencilAttachment,
true, true);
subpass->ds_resolve_attachment.layout =
info->pStencilAttachment->resolveImageLayout;
}
subpass->resolve_stencil = true;
}
} else {
subpass->ds_resolve_attachment.attachment = VK_ATTACHMENT_UNUSED;
}
} else {
subpass->ds_attachment.attachment = VK_ATTACHMENT_UNUSED;
}
check_do_depth_stencil_clear_with_draw(device, pass, subpass);
pass->attachment_count = a;
}
void
v3dv_setup_dynamic_render_pass_inheritance(struct v3dv_cmd_buffer *cmd_buffer,
const VkCommandBufferInheritanceRenderingInfo *info)
{
struct v3dv_device *device = cmd_buffer->device;
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
struct v3dv_render_pass *pass = &state->dynamic_pass;
struct v3dv_subpass *subpass = &state->dynamic_subpass;
struct v3dv_render_pass_attachment *pass_attachments =
&state->dynamic_attachments[0];
struct v3dv_subpass_attachment *subpass_attachments =
&state->dynamic_subpass_attachments[0];
memset(pass, 0, sizeof(*pass));
memset(subpass, 0, sizeof(*subpass));
memset(pass_attachments, 0, sizeof(state->dynamic_subpass_attachments));
memset(subpass_attachments, 0, sizeof(state->dynamic_subpass_attachments));
vk_object_base_init(&device->vk, (struct vk_object_base *) pass,
VK_OBJECT_TYPE_RENDER_PASS);
pass->attachments = pass_attachments;
pass->subpass_attachments = subpass_attachments;
subpass->view_mask = info->viewMask;
subpass->color_count = info->colorAttachmentCount;
subpass->color_attachments = &subpass_attachments[0];
subpass->resolve_attachments = NULL;
pass->multiview_enabled = info->viewMask != 0;
pass->subpass_count = 1;
pass->subpasses = subpass;
int a = 0;
for (int i = 0; i < info->colorAttachmentCount; i++) {
struct v3dv_render_pass_attachment *att = &pass->attachments[a];
const VkFormat format = info->pColorAttachmentFormats[i];
if (format == VK_FORMAT_UNDEFINED) {
subpass->color_attachments[i].attachment = VK_ATTACHMENT_UNUSED;
continue;
}
/* We don't have info about load/store, so we assume we load and we
* store.
*/
att->desc.format = format;
att->desc.samples = info->rasterizationSamples;
att->desc.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
att->desc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
att->desc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
att->desc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
subpass->color_attachments[i].attachment = a++;
}
if (info->depthAttachmentFormat != VK_FORMAT_UNDEFINED ||
info->stencilAttachmentFormat != VK_FORMAT_UNDEFINED) {
struct v3dv_render_pass_attachment *att = &pass->attachments[a];
att->desc.format = info->depthAttachmentFormat != VK_FORMAT_UNDEFINED ?
info->depthAttachmentFormat : info->stencilAttachmentFormat;
att->desc.samples = info->rasterizationSamples;
if (vk_format_has_depth(att->desc.format)) {
att->desc.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
att->desc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
} else {
att->desc.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
att->desc.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
}
if (vk_format_has_stencil(att->desc.format)) {
att->desc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
att->desc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
} else {
att->desc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
att->desc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
}
subpass->ds_attachment.attachment = a++;
} else {
subpass->ds_attachment.attachment = VK_ATTACHMENT_UNUSED;
}
pass->attachment_count = a;
}