blob: 9a7020f2617ffbba11a317f6e5804752bcc7712c [file] [log] [blame]
/*
* Copyright © 2020 Raspberry Pi
*
* 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 "broadcom/cle/v3dx_pack.h"
#include "compiler/nir/nir_builder.h"
#include "vk_format_info.h"
#include "util/u_pack_color.h"
static nir_ssa_def *
gen_rect_vertices(nir_builder *b)
{
nir_intrinsic_instr *vertex_id =
nir_intrinsic_instr_create(b->shader,
nir_intrinsic_load_vertex_id);
nir_ssa_dest_init(&vertex_id->instr, &vertex_id->dest, 1, 32, "vertexid");
nir_builder_instr_insert(b, &vertex_id->instr);
/* vertex 0: -1.0, -1.0
* vertex 1: -1.0, 1.0
* vertex 2: 1.0, -1.0
* vertex 3: 1.0, 1.0
*
* so:
*
* channel 0 is vertex_id < 2 ? -1.0 : 1.0
* channel 1 is vertex id & 1 ? 1.0 : -1.0
*/
nir_ssa_def *one = nir_imm_int(b, 1);
nir_ssa_def *c0cmp = nir_ilt(b, &vertex_id->dest.ssa, nir_imm_int(b, 2));
nir_ssa_def *c1cmp = nir_ieq(b, nir_iand(b, &vertex_id->dest.ssa, one), one);
nir_ssa_def *comp[4];
comp[0] = nir_bcsel(b, c0cmp,
nir_imm_float(b, -1.0f),
nir_imm_float(b, 1.0f));
comp[1] = nir_bcsel(b, c1cmp,
nir_imm_float(b, 1.0f),
nir_imm_float(b, -1.0f));
comp[2] = nir_imm_float(b, 0.0f);
comp[3] = nir_imm_float(b, 1.0f);
return nir_vec(b, comp, 4);
}
static nir_shader *
get_clear_rect_vs()
{
nir_builder b;
const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, options);
b.shader->info.name = ralloc_strdup(b.shader, "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 = gen_rect_vertices(&b);
nir_store_var(&b, vs_out_pos, pos, 0xf);
return b.shader;
}
static nir_shader *
get_color_clear_rect_fs(uint32_t rt_idx, VkFormat format)
{
nir_builder b;
const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, options);
b.shader->info.name = ralloc_strdup(b.shader, "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_intrinsic_instr *color_load =
nir_intrinsic_instr_create(b.shader, nir_intrinsic_load_push_constant);
nir_intrinsic_set_base(color_load, 0);
nir_intrinsic_set_range(color_load, 16);
color_load->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0));
color_load->num_components = 4;
nir_ssa_dest_init(&color_load->instr, &color_load->dest, 4, 32, "clear color");
nir_builder_instr_insert(&b, &color_load->instr);
nir_store_var(&b, fs_out_color, &color_load->dest.ssa, 0xf);
return b.shader;
}
static nir_shader *
get_depth_clear_rect_fs()
{
nir_builder b;
const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, options);
b.shader->info.name = ralloc_strdup(b.shader, "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_intrinsic_instr *depth_load =
nir_intrinsic_instr_create(b.shader, nir_intrinsic_load_push_constant);
nir_intrinsic_set_base(depth_load, 0);
nir_intrinsic_set_range(depth_load, 4);
depth_load->src[0] = nir_src_for_ssa(nir_imm_int(&b, 0));
depth_load->num_components = 1;
nir_ssa_dest_init(&depth_load->instr, &depth_load->dest, 1, 32,
"clear depth value");
nir_builder_instr_insert(&b, &depth_load->instr);
nir_store_var(&b, fs_out_depth, &depth_load->dest.ssa, 0x1);
return b.shader;
}
static VkResult
create_color_clear_pipeline_layout(struct v3dv_device *device,
VkPipelineLayout *pipeline_layout)
{
VkPipelineLayoutCreateInfo info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.setLayoutCount = 0,
.pushConstantRangeCount = 1,
.pPushConstantRanges =
&(VkPushConstantRange) { VK_SHADER_STAGE_FRAGMENT_BIT, 0, 16 },
};
return v3dv_CreatePipelineLayout(v3dv_device_to_handle(device),
&info, &device->alloc, pipeline_layout);
}
static VkResult
create_depth_clear_pipeline_layout(struct v3dv_device *device,
VkPipelineLayout *pipeline_layout)
{
VkPipelineLayoutCreateInfo info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.setLayoutCount = 0,
.pushConstantRangeCount = 1,
.pPushConstantRanges =
&(VkPushConstantRange) { VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4 },
};
return v3dv_CreatePipelineLayout(v3dv_device_to_handle(device),
&info, &device->alloc, pipeline_layout);
}
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 *fs_nir,
const VkPipelineVertexInputStateCreateInfo *vi_state,
const VkPipelineDepthStencilStateCreateInfo *ds_state,
const VkPipelineColorBlendStateCreateInfo *cb_state,
const VkPipelineLayout layout,
VkPipeline *pipeline)
{
struct v3dv_shader_module vs_m;
struct v3dv_shader_module fs_m;
v3dv_shader_module_internal_init(&vs_m, vs_nir);
v3dv_shader_module_internal_init(&fs_m, fs_nir);
VkPipelineShaderStageCreateInfo stages[2] = {
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_VERTEX_BIT,
.module = v3dv_shader_module_to_handle(&vs_m),
.pName = "main",
},
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
.module = v3dv_shader_module_to_handle(&fs_m),
.pName = "main",
},
};
VkGraphicsPipelineCreateInfo info = {
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.stageCount = fs_nir ? 2 : 1,
.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->alloc,
pipeline);
ralloc_free(vs_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,
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);
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, 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,
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;
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, 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)
{
VkAttachmentDescription att = {
.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,
};
VkAttachmentReference att_ref = {
.attachment = rt_idx,
.layout = VK_IMAGE_LAYOUT_GENERAL,
};
VkSubpassDescription subpass = {
.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
.inputAttachmentCount = 0,
.colorAttachmentCount = 1,
.pColorAttachments = &att_ref,
.pResolveAttachments = NULL,
.pDepthStencilAttachment = NULL,
.preserveAttachmentCount = 0,
.pPreserveAttachments = NULL,
};
VkRenderPassCreateInfo info = {
.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
.attachmentCount = 1,
.pAttachments = &att,
.subpassCount = 1,
.pSubpasses = &subpass,
.dependencyCount = 0,
.pDependencies = NULL,
};
return v3dv_CreateRenderPass(v3dv_device_to_handle(device),
&info, &device->alloc, pass);
}
static inline uint64_t
get_color_clear_pipeline_cache_key(uint32_t rt_idx,
VkFormat format,
uint32_t samples,
uint32_t components)
{
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;
assert(bit_offset <= 64);
return key;
}
static inline uint64_t
get_depth_clear_pipeline_cache_key(VkImageAspectFlags aspects,
VkFormat format,
uint32_t samples)
{
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++;;
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,
struct v3dv_meta_color_clear_pipeline **pipeline)
{
assert(vk_format_is_color(format));
VkResult result = VK_SUCCESS;
mtx_lock(&device->meta.mtx);
if (!device->meta.color_clear.playout) {
result =
create_color_clear_pipeline_layout(device,
&device->meta.color_clear.playout);
}
mtx_unlock(&device->meta.mtx);
if (result != VK_SUCCESS)
return result;
const uint64_t key =
get_color_clear_pipeline_cache_key(rt_idx, format, samples, components);
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->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;
(*pipeline)->free_render_pass = true;
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,
device->meta.color_clear.playout,
&(*pipeline)->pipeline);
if (result != VK_SUCCESS)
goto fail;
_mesa_hash_table_insert(device->meta.color_clear.cache, &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)->free_render_pass)
v3dv_DestroyRenderPass(_device, (*pipeline)->pass, &device->alloc);
if ((*pipeline)->pipeline)
v3dv_DestroyPipeline(_device, (*pipeline)->pipeline, &device->alloc);
vk_free(&device->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,
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;
mtx_lock(&device->meta.mtx);
if (!device->meta.depth_clear.playout) {
result =
create_depth_clear_pipeline_layout(device,
&device->meta.depth_clear.playout);
}
mtx_unlock(&device->meta.mtx);
if (result != VK_SUCCESS)
return result;
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);
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->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,
device->meta.depth_clear.playout,
&(*pipeline)->pipeline);
if (result != VK_SUCCESS)
goto fail;
_mesa_hash_table_insert(device->meta.depth_clear.cache, &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->alloc);
vk_free(&device->alloc, *pipeline);
*pipeline = NULL;
}
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,
&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);
/* 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->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->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.playout,
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.
*
* This path only works for clears to the base layer in the framebuffer, since
* we don't currently support any form of layered rendering.
*/
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,
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,
&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.playout,
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++) {
assert(rects[i].baseArrayLayer == 0 && rects[i].layerCount == 1);
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);
v3dv_CmdDraw(cmd_buffer_handle, 4, 1, 0, 0);
}
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.
*
* This path only works for clears to the base layer in the framebuffer, since
* we don't currently support any form of layered rendering.
*/
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,
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,
&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.playout,
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++) {
assert(rects[i].baseArrayLayer == 0 && rects[i].layerCount == 1);
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);
v3dv_CmdDraw(cmd_buffer_handle, 4, 1, 0, 0);
}
v3dv_cmd_buffer_meta_state_pop(cmd_buffer, dynamic_states, false);
}
static void
emit_tlb_clear_store(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_cl *cl,
uint32_t attachment_idx,
uint32_t layer,
uint32_t buffer)
{
const struct v3dv_image_view *iview =
cmd_buffer->state.framebuffer->attachments[attachment_idx];
const struct v3dv_image *image = iview->image;
const struct v3d_resource_slice *slice = &image->slices[iview->base_level];
uint32_t layer_offset = v3dv_layer_offset(image,
iview->base_level,
iview->first_layer + layer);
cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
store.buffer_to_store = buffer;
store.address = v3dv_cl_address(image->mem->bo, layer_offset);
store.clear_buffer_being_stored = false;
store.output_image_format = iview->format->rt_type;
store.r_b_swap = iview->swap_rb;
store.memory_format = slice->tiling;
if (slice->tiling == VC5_TILING_UIF_NO_XOR ||
slice->tiling == VC5_TILING_UIF_XOR) {
store.height_in_ub_or_stride =
slice->padded_height_of_output_image_in_uif_blocks;
} else if (slice->tiling == VC5_TILING_RASTER) {
store.height_in_ub_or_stride = slice->stride;
}
if (image->samples > VK_SAMPLE_COUNT_1_BIT)
store.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
else
store.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
}
}
static void
emit_tlb_clear_stores(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_cl *cl,
uint32_t attachment_count,
const VkClearAttachment *attachments,
uint32_t layer)
{
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
const struct v3dv_subpass *subpass =
&state->pass->subpasses[state->subpass_idx];
bool has_stores = false;
for (uint32_t i = 0; i < attachment_count; i++) {
uint32_t attachment_idx;
uint32_t buffer;
if (attachments[i].aspectMask & (VK_IMAGE_ASPECT_DEPTH_BIT |
VK_IMAGE_ASPECT_STENCIL_BIT)) {
attachment_idx = subpass->ds_attachment.attachment;
buffer = v3dv_zs_buffer_from_aspect_bits(attachments[i].aspectMask);
} else {
uint32_t rt_idx = attachments[i].colorAttachment;
attachment_idx = subpass->color_attachments[rt_idx].attachment;
buffer = RENDER_TARGET_0 + rt_idx;
}
if (attachment_idx == VK_ATTACHMENT_UNUSED)
continue;
has_stores = true;
emit_tlb_clear_store(cmd_buffer, cl, attachment_idx, layer, buffer);
}
if (!has_stores) {
cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
store.buffer_to_store = NONE;
}
}
}
static void
emit_tlb_clear_per_tile_rcl(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t attachment_count,
const VkClearAttachment *attachments,
uint32_t layer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
struct v3dv_cl *cl = &job->indirect;
v3dv_cl_ensure_space(cl, 200, 1);
v3dv_return_if_oom(cmd_buffer, NULL);
struct v3dv_cl_reloc tile_list_start = v3dv_cl_get_address(cl);
cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
cl_emit(cl, END_OF_LOADS, end); /* Nothing to load */
cl_emit(cl, PRIM_LIST_FORMAT, fmt) {
fmt.primitive_type = LIST_TRIANGLES;
}
cl_emit(cl, BRANCH_TO_IMPLICIT_TILE_LIST, branch);
emit_tlb_clear_stores(cmd_buffer, cl, attachment_count, attachments, layer);
cl_emit(cl, END_OF_TILE_MARKER, end);
cl_emit(cl, RETURN_FROM_SUB_LIST, ret);
cl_emit(&job->rcl, START_ADDRESS_OF_GENERIC_TILE_LIST, branch) {
branch.start = tile_list_start;
branch.end = v3dv_cl_get_address(cl);
}
}
static void
emit_tlb_clear_layer_rcl(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t attachment_count,
const VkClearAttachment *attachments,
uint32_t layer)
{
const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
const struct v3dv_framebuffer *framebuffer = state->framebuffer;
struct v3dv_job *job = cmd_buffer->state.job;
struct v3dv_cl *rcl = &job->rcl;
const struct v3dv_frame_tiling *tiling = &job->frame_tiling;
const uint32_t tile_alloc_offset =
64 * layer * tiling->draw_tiles_x * tiling->draw_tiles_y;
cl_emit(rcl, MULTICORE_RENDERING_TILE_LIST_SET_BASE, list) {
list.address = v3dv_cl_address(job->tile_alloc, tile_alloc_offset);
}
cl_emit(rcl, MULTICORE_RENDERING_SUPERTILE_CFG, config) {
config.number_of_bin_tile_lists = 1;
config.total_frame_width_in_tiles = tiling->draw_tiles_x;
config.total_frame_height_in_tiles = tiling->draw_tiles_y;
config.supertile_width_in_tiles = tiling->supertile_width;
config.supertile_height_in_tiles = tiling->supertile_height;
config.total_frame_width_in_supertiles =
tiling->frame_width_in_supertiles;
config.total_frame_height_in_supertiles =
tiling->frame_height_in_supertiles;
}
/* Emit the clear and also the workaround for GFXH-1742 */
for (int i = 0; i < 2; i++) {
cl_emit(rcl, TILE_COORDINATES, coords);
cl_emit(rcl, END_OF_LOADS, end);
cl_emit(rcl, STORE_TILE_BUFFER_GENERAL, store) {
store.buffer_to_store = NONE;
}
if (i == 0) {
cl_emit(rcl, CLEAR_TILE_BUFFERS, clear) {
clear.clear_z_stencil_buffer = true;
clear.clear_all_render_targets = true;
}
}
cl_emit(rcl, END_OF_TILE_MARKER, end);
}
cl_emit(rcl, FLUSH_VCD_CACHE, flush);
emit_tlb_clear_per_tile_rcl(cmd_buffer, attachment_count, attachments, layer);
uint32_t supertile_w_in_pixels =
tiling->tile_width * tiling->supertile_width;
uint32_t supertile_h_in_pixels =
tiling->tile_height * tiling->supertile_height;
const uint32_t max_render_x = framebuffer->width - 1;
const uint32_t max_render_y = framebuffer->height - 1;
const uint32_t max_x_supertile = max_render_x / supertile_w_in_pixels;
const uint32_t max_y_supertile = max_render_y / supertile_h_in_pixels;
for (int y = 0; y <= max_y_supertile; y++) {
for (int x = 0; x <= max_x_supertile; x++) {
cl_emit(rcl, SUPERTILE_COORDINATES, coords) {
coords.column_number_in_supertiles = x;
coords.row_number_in_supertiles = y;
}
}
}
}
static void
emit_tlb_clear_job(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t attachment_count,
const VkClearAttachment *attachments,
uint32_t base_layer,
uint32_t layer_count)
{
const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
const struct v3dv_framebuffer *framebuffer = state->framebuffer;
const struct v3dv_subpass *subpass =
&state->pass->subpasses[state->subpass_idx];
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
/* Check how many color attachments we have and also if we have a
* depth/stencil attachment.
*/
uint32_t color_attachment_count = 0;
VkClearAttachment color_attachments[4];
const VkClearDepthStencilValue *ds_clear_value = NULL;
for (uint32_t i = 0; i < attachment_count; i++) {
if (attachments[i].aspectMask & (VK_IMAGE_ASPECT_DEPTH_BIT |
VK_IMAGE_ASPECT_STENCIL_BIT)) {
ds_clear_value = &attachments[i].clearValue.depthStencil;
} else if (attachments[i].aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
color_attachments[color_attachment_count++] = attachments[i];
}
}
const uint8_t internal_bpp =
v3dv_framebuffer_compute_internal_bpp(framebuffer, subpass);
v3dv_job_start_frame(job,
framebuffer->width,
framebuffer->height,
framebuffer->layers,
color_attachment_count,
internal_bpp);
struct v3dv_cl *rcl = &job->rcl;
v3dv_cl_ensure_space_with_branch(rcl, 200 +
layer_count * 256 *
cl_packet_length(SUPERTILE_COORDINATES));
v3dv_return_if_oom(cmd_buffer, NULL);
const struct v3dv_frame_tiling *tiling = &job->frame_tiling;
cl_emit(rcl, TILE_RENDERING_MODE_CFG_COMMON, config) {
config.early_z_disable = true;
config.image_width_pixels = framebuffer->width;
config.image_height_pixels = framebuffer->height;
config.number_of_render_targets = MAX2(color_attachment_count, 1);
config.multisample_mode_4x = false; /* FIXME */
config.maximum_bpp_of_all_render_targets = tiling->internal_bpp;
}
for (uint32_t i = 0; i < color_attachment_count; i++) {
uint32_t rt_idx = color_attachments[i].colorAttachment;
uint32_t attachment_idx = subpass->color_attachments[rt_idx].attachment;
if (attachment_idx == VK_ATTACHMENT_UNUSED)
continue;
const struct v3dv_render_pass_attachment *attachment =
&state->pass->attachments[attachment_idx];
uint32_t internal_type, internal_bpp, internal_size;
const struct v3dv_format *format =
v3dv_get_format(attachment->desc.format);
v3dv_get_internal_type_bpp_for_output_format(format->rt_type,
&internal_type,
&internal_bpp);
internal_size = 4 << internal_bpp;
uint32_t clear_color[4] = { 0 };
v3dv_get_hw_clear_color(&color_attachments[i].clearValue.color,
internal_type,
internal_size,
clear_color);
struct v3dv_image_view *iview = framebuffer->attachments[attachment_idx];
const struct v3dv_image *image = iview->image;
const struct v3d_resource_slice *slice = &image->slices[iview->base_level];
uint32_t clear_pad = 0;
if (slice->tiling == VC5_TILING_UIF_NO_XOR ||
slice->tiling == VC5_TILING_UIF_XOR) {
int uif_block_height = v3d_utile_height(image->cpp) * 2;
uint32_t implicit_padded_height =
align(framebuffer->height, uif_block_height) / uif_block_height;
if (slice->padded_height_of_output_image_in_uif_blocks -
implicit_padded_height >= 15) {
clear_pad = slice->padded_height_of_output_image_in_uif_blocks;
}
}
cl_emit(rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART1, clear) {
clear.clear_color_low_32_bits = clear_color[0];
clear.clear_color_next_24_bits = clear_color[1] & 0xffffff;
clear.render_target_number = i;
};
if (iview->internal_bpp >= V3D_INTERNAL_BPP_64) {
cl_emit(rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART2, clear) {
clear.clear_color_mid_low_32_bits =
((clear_color[1] >> 24) | (clear_color[2] << 8));
clear.clear_color_mid_high_24_bits =
((clear_color[2] >> 24) | ((clear_color[3] & 0xffff) << 8));
clear.render_target_number = i;
};
}
if (iview->internal_bpp >= V3D_INTERNAL_BPP_128 || clear_pad) {
cl_emit(rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART3, clear) {
clear.uif_padded_height_in_uif_blocks = clear_pad;
clear.clear_color_high_16_bits = clear_color[3] >> 16;
clear.render_target_number = i;
};
}
}
cl_emit(rcl, TILE_RENDERING_MODE_CFG_COLOR, rt) {
v3dv_render_pass_setup_render_target(cmd_buffer, 0,
&rt.render_target_0_internal_bpp,
&rt.render_target_0_internal_type,
&rt.render_target_0_clamp);
v3dv_render_pass_setup_render_target(cmd_buffer, 1,
&rt.render_target_1_internal_bpp,
&rt.render_target_1_internal_type,
&rt.render_target_1_clamp);
v3dv_render_pass_setup_render_target(cmd_buffer, 2,
&rt.render_target_2_internal_bpp,
&rt.render_target_2_internal_type,
&rt.render_target_2_clamp);
v3dv_render_pass_setup_render_target(cmd_buffer, 3,
&rt.render_target_3_internal_bpp,
&rt.render_target_3_internal_type,
&rt.render_target_3_clamp);
}
cl_emit(rcl, TILE_RENDERING_MODE_CFG_ZS_CLEAR_VALUES, clear) {
clear.z_clear_value = ds_clear_value ? ds_clear_value->depth : 1.0f;
clear.stencil_clear_value = ds_clear_value ? ds_clear_value->stencil : 0;
};
cl_emit(rcl, TILE_LIST_INITIAL_BLOCK_SIZE, init) {
init.use_auto_chained_tile_lists = true;
init.size_of_first_block_in_chained_tile_lists =
TILE_ALLOCATION_BLOCK_SIZE_64B;
}
for (int layer = base_layer; layer < base_layer + layer_count; layer++) {
emit_tlb_clear_layer_rcl(cmd_buffer,
attachment_count,
attachments,
layer);
}
cl_emit(rcl, END_OF_RENDERING, end);
}
static void
emit_tlb_clear(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t attachment_count,
const VkClearAttachment *attachments,
uint32_t base_layer,
uint32_t layer_count)
{
struct v3dv_job *job =
v3dv_cmd_buffer_start_job(cmd_buffer, cmd_buffer->state.subpass_idx,
V3DV_JOB_TYPE_GPU_CL);
/* vkCmdClearAttachments runs inside a render pass */
job->is_subpass_continue = true;
emit_tlb_clear_job(cmd_buffer,
attachment_count,
attachments,
base_layer, layer_count);
v3dv_cmd_buffer_subpass_resume(cmd_buffer, cmd_buffer->state.subpass_idx);
}
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,
const VkClearAttachment *pAttachments,
uint32_t rectCount,
const VkClearRect *pRects)
{
/* Finish the current job */
v3dv_cmd_buffer_finish_job(cmd_buffer);
/* Add a deferred clear attachments job right after that we will process
* when we execute this secondary command buffer into a primary.
*/
struct v3dv_job *job =
v3dv_cmd_buffer_create_cpu_job(cmd_buffer->device,
V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS,
cmd_buffer,
cmd_buffer->state.subpass_idx);
v3dv_return_if_oom(cmd_buffer, NULL);
job->cpu.clear_attachments.rects =
vk_alloc(&cmd_buffer->device->alloc,
sizeof(VkClearRect) * rectCount, 8,
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND);
if (!job->cpu.clear_attachments.rects) {
v3dv_flag_oom(cmd_buffer, NULL);
return;
}
job->cpu.clear_attachments.attachment_count = attachmentCount;
memcpy(job->cpu.clear_attachments.attachments, pAttachments,
sizeof(VkClearAttachment) * attachmentCount);
job->cpu.clear_attachments.rect_count = rectCount;
memcpy(job->cpu.clear_attachments.rects, pRects,
sizeof(VkClearRect) * rectCount);
list_addtail(&job->list_link, &cmd_buffer->jobs);
/* Resume the subpass so we can continue recording commands */
v3dv_cmd_buffer_subpass_resume(cmd_buffer,
cmd_buffer->state.subpass_idx);
}
static bool
all_clear_rects_in_base_layer(uint32_t rect_count, const VkClearRect *rects)
{
for (uint32_t i = 0; i < rect_count; i++) {
if (rects[i].baseArrayLayer != 0 || rects[i].layerCount != 1)
return false;
}
return true;
}
void
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 */
/* Clear attachments may clear multiple layers of the framebuffer, which
* currently requires that we emit multiple jobs (one per layer) and
* therefore requires that we have the framebuffer information available
* to select the destination layers.
*
* For secondary command buffers the framebuffer state may not be available
* until they are executed inside a primary command buffer, so in that case
* we need to defer recording of the command until that moment.
*
* FIXME: once we add support for geometry shaders in the driver we could
* avoid emitting a job per layer to implement this by always using the clear
* rect path below with a passthrough geometry shader to select the layer to
* clear. If we did that we would not need to special case secondary command
* buffers here and we could ensure that any secondary command buffer in a
* render pass only has on job with a partial CL, which would simplify things
* quite a bit.
*/
if (!cmd_buffer->state.framebuffer) {
assert(cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_SECONDARY);
handle_deferred_clear_attachments(cmd_buffer,
attachmentCount, pAttachments,
rectCount, pRects);
return;
}
assert(cmd_buffer->state.framebuffer);
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];
/* First we try to handle this by emitting a clear rect inside the
* current job for this subpass. This should be optimal but this method
* cannot handle clearing layers other than the base layer, since we don't
* support any form of layered rendering yet.
*/
if (all_clear_rects_in_base_layer(rectCount, pRects)) {
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,
rectCount, pRects);
} else {
emit_subpass_ds_clear_rects(cmd_buffer, pass, subpass,
pAttachments[i].aspectMask,
&pAttachments[i].clearValue.depthStencil,
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)) {
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]);
}
}
}
}