v3dv: handle stencil load/store operations
We were using the ones defined for the depth aspect.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
diff --git a/src/broadcom/vulkan/v3dv_cmd_buffer.c b/src/broadcom/vulkan/v3dv_cmd_buffer.c
index 5c70610..35e3a83 100644
--- a/src/broadcom/vulkan/v3dv_cmd_buffer.c
+++ b/src/broadcom/vulkan/v3dv_cmd_buffer.c
@@ -1088,6 +1088,7 @@
state->job->first_subpass > ds_attachment->first_subpass ||
state->job->is_subpass_continue ||
ds_attachment->desc.loadOp == VK_ATTACHMENT_LOAD_OP_LOAD ||
+ ds_attachment->desc.stencilLoadOp == VK_ATTACHMENT_LOAD_OP_LOAD ||
!state->tile_aligned_render_area;
if (needs_load) {
@@ -1208,7 +1209,8 @@
* not want to do that. We might want to consider emitting clears for
* all RTs needing clearing just once ahead of the first subpass.
*/
- bool needs_ds_clear = false;
+ bool needs_depth_clear = false;
+ bool needs_stencil_clear = false;
uint32_t ds_attachment_idx = subpass->ds_attachment.attachment;
if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) {
const struct v3dv_render_pass_attachment *ds_attachment =
@@ -1218,31 +1220,53 @@
assert(state->subpass_idx >= ds_attachment->first_subpass);
assert(state->subpass_idx <= ds_attachment->last_subpass);
+ /* From the Vulkan spec, VkImageSubresourceRange:
+ *
+ * "When an image view of a depth/stencil image is used as a
+ * depth/stencil framebuffer attachment, the aspectMask is ignored
+ * and both depth and stencil image subresources are used."
+ *
+ * So we ignore the aspects from the subresource range of the image view
+ * for the depth/stencil attachment, but we still need to restrict this
+ * to aspects that actually exist in the image.
+ */
+ const VkImageAspectFlags aspects =
+ vk_format_aspects(ds_attachment->desc.format);
+
/* Only clear once on the first subpass that uses the attachment */
- needs_ds_clear =
+ needs_depth_clear =
+ (aspects & VK_IMAGE_ASPECT_DEPTH_BIT) &&
state->tile_aligned_render_area &&
state->job->first_subpass == ds_attachment->first_subpass &&
ds_attachment->desc.loadOp == VK_ATTACHMENT_LOAD_OP_CLEAR &&
!state->job->is_subpass_continue;
- /* Skip the last store if it is not required */
- bool needs_ds_store =
- state->subpass_idx < ds_attachment->last_subpass ||
- ds_attachment->desc.storeOp == VK_ATTACHMENT_STORE_OP_STORE ||
- needs_ds_clear ||
- !state->job->is_subpass_finish;
+ needs_stencil_clear =
+ (aspects & VK_IMAGE_ASPECT_STENCIL_BIT) &&
+ state->tile_aligned_render_area &&
+ state->job->first_subpass == ds_attachment->first_subpass &&
+ ds_attachment->desc.stencilLoadOp == VK_ATTACHMENT_LOAD_OP_CLEAR &&
+ !state->job->is_subpass_continue;
+ /* Skip the last store if it is not required */
+ bool needs_depth_store =
+ (aspects & VK_IMAGE_ASPECT_DEPTH_BIT) &&
+ (state->subpass_idx < ds_attachment->last_subpass ||
+ ds_attachment->desc.storeOp == VK_ATTACHMENT_STORE_OP_STORE ||
+ needs_depth_clear ||
+ !state->job->is_subpass_finish);
+
+ bool needs_stencil_store =
+ (aspects & VK_IMAGE_ASPECT_STENCIL_BIT) &&
+ (state->subpass_idx < ds_attachment->last_subpass ||
+ ds_attachment->desc.stencilStoreOp == VK_ATTACHMENT_STORE_OP_STORE ||
+ needs_stencil_clear ||
+ !state->job->is_subpass_finish);
+
+ bool needs_ds_clear = needs_stencil_clear || needs_depth_clear;
+ bool needs_ds_store = needs_stencil_store || needs_depth_store;
if (needs_ds_store) {
- struct v3dv_image_view *iview =
- state->framebuffer->attachments[ds_attachment_idx];
- /* From the Vulkan spec:
- *
- * "When an image view of a depth/stencil image is used as a
- * depth/stencil framebuffer attachment, the aspectMask is ignored
- * and both depth and stencil image subresources are used."
- */
- const uint32_t zs_buffer =
- v3dv_zs_buffer_from_vk_format(iview->image->vk_format);
+ uint32_t zs_buffer = v3dv_zs_buffer_from_aspect_bits(aspects);
cmd_buffer_render_pass_emit_store(cmd_buffer, cl,
ds_attachment_idx, layer,
zs_buffer, needs_ds_clear);
@@ -1258,7 +1282,7 @@
}
/* FIXME: see fixme remark for depth/stencil above */
- if (needs_ds_clear) {
+ if (needs_depth_clear && needs_stencil_clear) {
cl_emit(cl, CLEAR_TILE_BUFFERS, clear) {
clear.clear_z_stencil_buffer = true;
clear.clear_all_render_targets = true;