mesa/src/broadcom/vulkan/v3dv_cmd_buffer.c

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/*
* Copyright © 2019 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 "util/half_float.h"
#include "util/u_pack_color.h"
#include "vk_format_info.h"
const struct v3dv_dynamic_state default_dynamic_state = {
.viewport = {
.count = 0,
},
.scissor = {
.count = 0,
},
.stencil_compare_mask =
{
.front = ~0u,
.back = ~0u,
},
.stencil_write_mask =
{
.front = ~0u,
.back = ~0u,
},
.stencil_reference =
{
.front = 0u,
.back = 0u,
},
.blend_constants = { 0.0f, 0.0f, 0.0f, 0.0f },
.depth_bias = {
.constant_factor = 0.0f,
.slope_factor = 0.0f,
},
.line_width = 1.0f,
};
void
v3dv_job_add_bo(struct v3dv_job *job, struct v3dv_bo *bo)
{
if (!bo)
return;
if (_mesa_set_search(job->bos, bo))
return;
_mesa_set_add(job->bos, bo);
job->bo_count++;
}
static void
cmd_buffer_emit_render_pass_rcl(struct v3dv_cmd_buffer *cmd_buffer);
VkResult
v3dv_CreateCommandPool(VkDevice _device,
const VkCommandPoolCreateInfo *pCreateInfo,
const VkAllocationCallbacks *pAllocator,
VkCommandPool *pCmdPool)
{
V3DV_FROM_HANDLE(v3dv_device, device, _device);
struct v3dv_cmd_pool *pool;
/* We only support one queue */
assert(pCreateInfo->queueFamilyIndex == 0);
pool = vk_alloc2(&device->alloc, pAllocator, sizeof(*pool), 8,
VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
if (pool == NULL)
return vk_error(device->instance, VK_ERROR_OUT_OF_HOST_MEMORY);
if (pAllocator)
pool->alloc = *pAllocator;
else
pool->alloc = device->alloc;
list_inithead(&pool->cmd_buffers);
*pCmdPool = v3dv_cmd_pool_to_handle(pool);
return VK_SUCCESS;
}
static void
cmd_buffer_init(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_device *device,
struct v3dv_cmd_pool *pool,
VkCommandBufferLevel level)
{
/* Do not reset the loader data header! If we are calling this from
* a command buffer reset that would reset the loader's dispatch table for
* the command buffer.
*/
const uint32_t ld_size = sizeof(VK_LOADER_DATA);
uint8_t *cmd_buffer_driver_start = ((uint8_t *) cmd_buffer) + ld_size;
memset(cmd_buffer_driver_start, 0, sizeof(*cmd_buffer) - ld_size);
cmd_buffer->device = device;
cmd_buffer->pool = pool;
cmd_buffer->level = level;
list_inithead(&cmd_buffer->private_objs);
list_inithead(&cmd_buffer->jobs);
list_inithead(&cmd_buffer->list_link);
assert(pool);
list_addtail(&cmd_buffer->pool_link, &pool->cmd_buffers);
cmd_buffer->state.subpass_idx = -1;
cmd_buffer->state.meta.subpass_idx = -1;
cmd_buffer->status = V3DV_CMD_BUFFER_STATUS_INITIALIZED;
}
static VkResult
cmd_buffer_create(struct v3dv_device *device,
struct v3dv_cmd_pool *pool,
VkCommandBufferLevel level,
VkCommandBuffer *pCommandBuffer)
{
struct v3dv_cmd_buffer *cmd_buffer;
cmd_buffer = vk_alloc(&pool->alloc, sizeof(*cmd_buffer), 8,
VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
if (cmd_buffer == NULL)
return vk_error(device->instance, VK_ERROR_OUT_OF_HOST_MEMORY);
cmd_buffer_init(cmd_buffer, device, pool, level);
cmd_buffer->_loader_data.loaderMagic = ICD_LOADER_MAGIC;
*pCommandBuffer = v3dv_cmd_buffer_to_handle(cmd_buffer);
return VK_SUCCESS;
}
static void
job_destroy_gpu_cl_resources(struct v3dv_job *job)
{
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
assert(job->type == V3DV_JOB_TYPE_GPU_CL ||
job->type == V3DV_JOB_TYPE_GPU_CL_SECONDARY);
v3dv_cl_destroy(&job->bcl);
v3dv_cl_destroy(&job->rcl);
v3dv_cl_destroy(&job->indirect);
/* Since we don't ref BOs when we add them to the command buffer, don't
* unref them here either. Bo's will be freed when their corresponding API
* objects are destroyed.
*/
_mesa_set_destroy(job->bos, NULL);
v3dv_bo_free(job->device, job->tile_alloc);
v3dv_bo_free(job->device, job->tile_state);
}
static void
job_destroy_cloned_gpu_cl_resources(struct v3dv_job *job)
{
assert(job->type == V3DV_JOB_TYPE_GPU_CL);
list_for_each_entry_safe(struct v3dv_bo, bo, &job->bcl.bo_list, list_link) {
list_del(&bo->list_link);
vk_free(&job->device->alloc, bo);
}
list_for_each_entry_safe(struct v3dv_bo, bo, &job->rcl.bo_list, list_link) {
list_del(&bo->list_link);
vk_free(&job->device->alloc, bo);
}
list_for_each_entry_safe(struct v3dv_bo, bo, &job->indirect.bo_list, list_link) {
list_del(&bo->list_link);
vk_free(&job->device->alloc, bo);
}
}
static void
job_destroy_cpu_wait_events_resources(struct v3dv_job *job)
{
assert(job->type == V3DV_JOB_TYPE_CPU_WAIT_EVENTS);
assert(job->cmd_buffer);
vk_free(&job->cmd_buffer->device->alloc, job->cpu.event_wait.events);
}
void
v3dv_job_destroy(struct v3dv_job *job)
{
assert(job);
list_del(&job->list_link);
/* Cloned jobs don't make deep copies of the original jobs, so they don't
* own any of their resources. However, they do allocate clones of BO
* structs, so make sure we free those.
*/
if (!job->is_clone) {
switch (job->type) {
case V3DV_JOB_TYPE_GPU_CL:
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
case V3DV_JOB_TYPE_GPU_CL_SECONDARY:
job_destroy_gpu_cl_resources(job);
break;
case V3DV_JOB_TYPE_CPU_WAIT_EVENTS:
job_destroy_cpu_wait_events_resources(job);
break;
default:
break;
}
} else {
/* Cloned jobs */
if (job->type == V3DV_JOB_TYPE_GPU_CL)
job_destroy_cloned_gpu_cl_resources(job);
}
vk_free(&job->device->alloc, job);
}
void
v3dv_cmd_buffer_add_private_obj(struct v3dv_cmd_buffer *cmd_buffer,
uint64_t obj,
v3dv_cmd_buffer_private_obj_destroy_cb destroy_cb)
{
struct v3dv_cmd_buffer_private_obj *pobj =
vk_alloc(&cmd_buffer->device->alloc, sizeof(*pobj), 8,
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND);
if (!pobj) {
v3dv_flag_oom(cmd_buffer, NULL);
return;
}
pobj->obj = obj;
pobj->destroy_cb = destroy_cb;
list_addtail(&pobj->list_link, &cmd_buffer->private_objs);
}
static void
cmd_buffer_destroy_private_obj(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_cmd_buffer_private_obj *pobj)
{
assert(pobj && pobj->obj && pobj->destroy_cb);
pobj->destroy_cb(v3dv_device_to_handle(cmd_buffer->device),
pobj->obj,
&cmd_buffer->device->alloc);
list_del(&pobj->list_link);
vk_free(&cmd_buffer->device->alloc, pobj);
}
static void
cmd_buffer_free_resources(struct v3dv_cmd_buffer *cmd_buffer)
{
list_for_each_entry_safe(struct v3dv_job, job,
&cmd_buffer->jobs, list_link) {
v3dv_job_destroy(job);
}
if (cmd_buffer->state.job)
v3dv_job_destroy(cmd_buffer->state.job);
if (cmd_buffer->state.attachments)
vk_free(&cmd_buffer->pool->alloc, cmd_buffer->state.attachments);
if (cmd_buffer->state.query.end.alloc_count > 0)
vk_free(&cmd_buffer->device->alloc, cmd_buffer->state.query.end.states);
if (cmd_buffer->push_constants_resource.bo)
v3dv_bo_free(cmd_buffer->device, cmd_buffer->push_constants_resource.bo);
list_for_each_entry_safe(struct v3dv_cmd_buffer_private_obj, pobj,
&cmd_buffer->private_objs, list_link) {
cmd_buffer_destroy_private_obj(cmd_buffer, pobj);
}
if (cmd_buffer->meta.blit.dspool) {
v3dv_DestroyDescriptorPool(v3dv_device_to_handle(cmd_buffer->device),
cmd_buffer->meta.blit.dspool,
&cmd_buffer->device->alloc);
}
if (cmd_buffer->state.meta.attachments) {
assert(cmd_buffer->state.meta.attachment_alloc_count > 0);
vk_free(&cmd_buffer->device->alloc, cmd_buffer->state.meta.attachments);
}
}
static void
cmd_buffer_destroy(struct v3dv_cmd_buffer *cmd_buffer)
{
list_del(&cmd_buffer->pool_link);
cmd_buffer_free_resources(cmd_buffer);
vk_free(&cmd_buffer->pool->alloc, cmd_buffer);
}
void
v3dv_job_emit_binning_flush(struct v3dv_job *job)
{
assert(job);
v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(FLUSH));
v3dv_return_if_oom(NULL, job);
cl_emit(&job->bcl, FLUSH, flush);
}
static bool
attachment_list_is_subset(struct v3dv_subpass_attachment *l1, uint32_t l1_count,
struct v3dv_subpass_attachment *l2, uint32_t l2_count)
{
for (uint32_t i = 0; i < l1_count; i++) {
uint32_t attachment_idx = l1[i].attachment;
if (attachment_idx == VK_ATTACHMENT_UNUSED)
continue;
uint32_t j;
for (j = 0; j < l2_count; j++) {
if (l2[j].attachment == attachment_idx)
break;
}
if (j == l2_count)
return false;
}
return true;
}
static bool
cmd_buffer_can_merge_subpass(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t subpass_idx)
{
const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
assert(state->pass);
const struct v3dv_physical_device *physical_device =
&cmd_buffer->device->instance->physicalDevice;
if (cmd_buffer->level != VK_COMMAND_BUFFER_LEVEL_PRIMARY)
return false;
if (!cmd_buffer->state.job)
return false;
if (cmd_buffer->state.job->always_flush)
return false;
if (!physical_device->options.merge_jobs)
return false;
/* Each render pass starts a new job */
if (subpass_idx == 0)
return false;
/* Two subpasses can be merged in the same job if we can emit a single RCL
* for them (since the RCL includes the END_OF_RENDERING command that
* triggers the "render job finished" interrupt). We can do this so long
* as both subpasses render against the same attachments.
*/
assert(state->subpass_idx == subpass_idx - 1);
struct v3dv_subpass *prev_subpass = &state->pass->subpasses[state->subpass_idx];
struct v3dv_subpass *subpass = &state->pass->subpasses[subpass_idx];
/* Because the list of subpass attachments can include VK_ATTACHMENT_UNUSED,
* we need to check that for each subpass all its used attachments are
* used by the other subpass.
*/
bool compatible =
attachment_list_is_subset(prev_subpass->color_attachments,
prev_subpass->color_count,
subpass->color_attachments,
subpass->color_count);
if (!compatible)
return false;
compatible =
attachment_list_is_subset(subpass->color_attachments,
subpass->color_count,
prev_subpass->color_attachments,
prev_subpass->color_count);
if (!compatible)
return false;
/* FIXME: resolve attachments */
if (subpass->ds_attachment.attachment !=
prev_subpass->ds_attachment.attachment)
return false;
return true;
}
/**
* Computes and sets the job frame tiling information required to setup frame
* binning and rendering.
*/
static struct v3dv_frame_tiling *
job_compute_frame_tiling(struct v3dv_job *job,
uint32_t width,
uint32_t height,
uint32_t layers,
uint32_t render_target_count,
uint8_t max_internal_bpp)
{
static const uint8_t tile_sizes[] = {
64, 64,
64, 32,
32, 32,
32, 16,
16, 16,
};
assert(job);
struct v3dv_frame_tiling *tiling = &job->frame_tiling;
tiling->width = width;
tiling->height = height;
tiling->layers = layers;
tiling->render_target_count = render_target_count;
uint32_t tile_size_index = 0;
/* FIXME: MSAA */
if (render_target_count > 2)
tile_size_index += 2;
else if (render_target_count > 1)
tile_size_index += 1;
tiling->internal_bpp = max_internal_bpp;
tile_size_index += tiling->internal_bpp;
assert(tile_size_index < ARRAY_SIZE(tile_sizes));
tiling->tile_width = tile_sizes[tile_size_index * 2];
tiling->tile_height = tile_sizes[tile_size_index * 2 + 1];
tiling->draw_tiles_x = DIV_ROUND_UP(width, tiling->tile_width);
tiling->draw_tiles_y = DIV_ROUND_UP(height, tiling->tile_height);
/* Size up our supertiles until we get under the limit */
const uint32_t max_supertiles = 256;
tiling->supertile_width = 1;
tiling->supertile_height = 1;
for (;;) {
tiling->frame_width_in_supertiles =
DIV_ROUND_UP(tiling->draw_tiles_x, tiling->supertile_width);
tiling->frame_height_in_supertiles =
DIV_ROUND_UP(tiling->draw_tiles_y, tiling->supertile_height);
const uint32_t num_supertiles = tiling->frame_width_in_supertiles *
tiling->frame_height_in_supertiles;
if (num_supertiles < max_supertiles)
break;
if (tiling->supertile_width < tiling->supertile_height)
tiling->supertile_width++;
else
tiling->supertile_height++;
}
return tiling;
}
void
v3dv_job_start_frame(struct v3dv_job *job,
uint32_t width,
uint32_t height,
uint32_t layers,
uint32_t render_target_count,
uint8_t max_internal_bpp)
{
assert(job);
/* Start by computing frame tiling spec for this job */
const struct v3dv_frame_tiling *tiling =
job_compute_frame_tiling(job,
width, height, layers,
render_target_count, max_internal_bpp);
v3dv_cl_ensure_space_with_branch(&job->bcl, 256);
v3dv_return_if_oom(NULL, job);
/* The PTB will request the tile alloc initial size per tile at start
* of tile binning.
*/
uint32_t tile_alloc_size = 64 * tiling->layers *
tiling->draw_tiles_x *
tiling->draw_tiles_y;
/* The PTB allocates in aligned 4k chunks after the initial setup. */
tile_alloc_size = align(tile_alloc_size, 4096);
/* Include the first two chunk allocations that the PTB does so that
* we definitely clear the OOM condition before triggering one (the HW
* won't trigger OOM during the first allocations).
*/
tile_alloc_size += 8192;
/* For performance, allocate some extra initial memory after the PTB's
* minimal allocations, so that we hopefully don't have to block the
* GPU on the kernel handling an OOM signal.
*/
tile_alloc_size += 512 * 1024;
job->tile_alloc = v3dv_bo_alloc(job->device, tile_alloc_size,
"tile_alloc", true);
if (!job->tile_alloc) {
v3dv_flag_oom(NULL, job);
return;
}
v3dv_job_add_bo(job, job->tile_alloc);
const uint32_t tsda_per_tile_size = 256;
const uint32_t tile_state_size = tiling->layers *
tiling->draw_tiles_x *
tiling->draw_tiles_y *
tsda_per_tile_size;
job->tile_state = v3dv_bo_alloc(job->device, tile_state_size, "TSDA", true);
if (!job->tile_state) {
v3dv_flag_oom(NULL, job);
return;
}
v3dv_job_add_bo(job, job->tile_state);
/* This must go before the binning mode configuration. It is
* required for layered framebuffers to work.
*/
cl_emit(&job->bcl, NUMBER_OF_LAYERS, config) {
config.number_of_layers = layers;
}
cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
config.width_in_pixels = tiling->width;
config.height_in_pixels = tiling->height;
config.number_of_render_targets = MAX2(tiling->render_target_count, 1);
config.multisample_mode_4x = false; /* FIXME */
config.maximum_bpp_of_all_render_targets = tiling->internal_bpp;
}
/* There's definitely nothing in the VCD cache we want. */
cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin);
/* "Binning mode lists must have a Start Tile Binning item (6) after
* any prefix state data before the binning list proper starts."
*/
cl_emit(&job->bcl, START_TILE_BINNING, bin);
job->ez_state = VC5_EZ_UNDECIDED;
job->first_ez_state = VC5_EZ_UNDECIDED;
}
static void
cmd_buffer_end_render_pass_frame(struct v3dv_cmd_buffer *cmd_buffer)
{
assert(cmd_buffer->state.job);
/* Typically, we have a single job for each subpass and we emit the job's RCL
* here when we are ending the frame for the subpass. However, some commands
* such as vkCmdClearAttachments need to run in their own separate job and
* they emit their own RCL even if they execute inside a subpass. In this
* scenario, we don't want to emit subpass RCL when we end the frame for
* those jobs, so we only emit the subpass RCL if the job has not recorded
* any RCL commands of its own.
*/
if (v3dv_cl_offset(&cmd_buffer->state.job->rcl) == 0)
cmd_buffer_emit_render_pass_rcl(cmd_buffer);
v3dv_job_emit_binning_flush(cmd_buffer->state.job);
}
static void
cmd_buffer_end_render_pass_secondary(struct v3dv_cmd_buffer *cmd_buffer)
{
assert(cmd_buffer->state.job);
v3dv_cl_ensure_space_with_branch(&cmd_buffer->state.job->bcl,
cl_packet_length(RETURN_FROM_SUB_LIST));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&cmd_buffer->state.job->bcl, RETURN_FROM_SUB_LIST, ret);
}
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
struct v3dv_job *
v3dv_cmd_buffer_create_cpu_job(struct v3dv_device *device,
enum v3dv_job_type type,
struct v3dv_cmd_buffer *cmd_buffer,
uint32_t subpass_idx)
{
struct v3dv_job *job = vk_zalloc(&device->alloc,
sizeof(struct v3dv_job), 8,
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND);
if (!job) {
v3dv_flag_oom(cmd_buffer, NULL);
return NULL;
}
v3dv_job_init(job, type, device, cmd_buffer, subpass_idx);
return job;
}
static void
cmd_buffer_add_cpu_jobs_for_pending_state(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
if (state->query.end.used_count > 0) {
const uint32_t query_count = state->query.end.used_count;
for (uint32_t i = 0; i < query_count; i++) {
assert(i < state->query.end.used_count);
struct v3dv_job *job =
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
v3dv_cmd_buffer_create_cpu_job(cmd_buffer->device,
V3DV_JOB_TYPE_CPU_END_QUERY,
cmd_buffer, -1);
v3dv_return_if_oom(cmd_buffer, NULL);
job->cpu.query_end = state->query.end.states[i];
list_addtail(&job->list_link, &cmd_buffer->jobs);
}
}
}
void
v3dv_cmd_buffer_finish_job(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
if (!job)
return;
if (cmd_buffer->state.oom) {
v3dv_job_destroy(job);
cmd_buffer->state.job = NULL;
return;
}
/* If we have created a job for a command buffer then we should have
* recorded something into it: if the job was started in a render pass, it
* should at least have the start frame commands, otherwise, it should have
* a transfer command. The only exception are secondary command buffers
* inside a render pass.
*/
assert(cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_SECONDARY ||
v3dv_cl_offset(&job->bcl) > 0);
/* When we merge multiple subpasses into the same job we must only emit one
* RCL, so we do that here, when we decided that we need to finish the job.
* Any rendering that happens outside a render pass is never merged, so
* the RCL should have been emitted by the time we got here.
*/
assert(v3dv_cl_offset(&job->rcl) != 0 || cmd_buffer->state.pass);
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
/* If we are finishing a job inside a render pass we have two scenarios:
*
* 1. It is a regular CL, in which case we will submit the job to the GPU,
* so we may need to generate an RCL and add a binning flush.
*
* 2. It is a partial CL recorded in a secondary command buffer, in which
* case we are not submitting it directly to the GPU but rather branch to
* it from a primary command buffer. In this case we just want to end
* the BCL with a RETURN_FROM_SUB_LIST and the RCL and binning flush
* will be the primary job that branches to this CL.
*/
if (cmd_buffer->state.pass) {
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
if (job->type == V3DV_JOB_TYPE_GPU_CL) {
cmd_buffer_end_render_pass_frame(cmd_buffer);
} else {
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
assert(job->type == V3DV_JOB_TYPE_GPU_CL_SECONDARY);
cmd_buffer_end_render_pass_secondary(cmd_buffer);
}
}
list_addtail(&job->list_link, &cmd_buffer->jobs);
cmd_buffer->state.job = NULL;
/* If we have recorded any state with this last GPU job that requires to
* emit CPU jobs after the job is completed, add them now. The only
* exception is secondary command buffers inside a render pass, because in
* that case we want to defer this until we finish recording the primary
* job into which we execute the secondary.
*/
if (cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_PRIMARY ||
!cmd_buffer->state.pass) {
cmd_buffer_add_cpu_jobs_for_pending_state(cmd_buffer);
}
}
void
v3dv_job_init(struct v3dv_job *job,
enum v3dv_job_type type,
struct v3dv_device *device,
struct v3dv_cmd_buffer *cmd_buffer,
int32_t subpass_idx)
{
assert(job);
job->type = type;
job->device = device;
job->cmd_buffer = cmd_buffer;
list_inithead(&job->list_link);
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
if (type == V3DV_JOB_TYPE_GPU_CL ||
type == V3DV_JOB_TYPE_GPU_CL_SECONDARY) {
job->bos =
_mesa_set_create(NULL, _mesa_hash_pointer, _mesa_key_pointer_equal);
job->bo_count = 0;
v3dv_cl_init(job, &job->bcl);
v3dv_cl_init(job, &job->rcl);
v3dv_cl_init(job, &job->indirect);
if (V3D_DEBUG & V3D_DEBUG_ALWAYS_FLUSH)
job->always_flush = true;
}
if (cmd_buffer) {
/* Flag all state as dirty. Generally, we need to re-emit state for each
* new job.
*
* FIXME: there may be some exceptions, in which case we could skip some
* bits.
*/
cmd_buffer->state.dirty = ~0;
/* Keep track of the first subpass that we are recording in this new job.
* We will use this when we emit the RCL to decide how to emit our loads
* and stores.
*/
if (cmd_buffer->state.pass)
job->first_subpass = subpass_idx;
}
}
struct v3dv_job *
v3dv_cmd_buffer_start_job(struct v3dv_cmd_buffer *cmd_buffer,
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
int32_t subpass_idx,
enum v3dv_job_type type)
{
/* Don't create a new job if we can merge the current subpass into
* the current job.
*/
if (cmd_buffer->state.pass &&
subpass_idx != -1 &&
cmd_buffer_can_merge_subpass(cmd_buffer, subpass_idx)) {
cmd_buffer->state.job->is_subpass_finish = false;
return cmd_buffer->state.job;
}
/* Ensure we are not starting a new job without finishing a previous one */
if (cmd_buffer->state.job != NULL)
v3dv_cmd_buffer_finish_job(cmd_buffer);
assert(cmd_buffer->state.job == NULL);
struct v3dv_job *job = vk_zalloc(&cmd_buffer->device->alloc,
sizeof(struct v3dv_job), 8,
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND);
cmd_buffer->state.job = job;
if (!job) {
fprintf(stderr, "Error: failed to allocate CPU memory for job\n");
v3dv_flag_oom(cmd_buffer, NULL);
return NULL;
}
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
v3dv_job_init(job, type, cmd_buffer->device, cmd_buffer, subpass_idx);
return job;
}
static VkResult
cmd_buffer_reset(struct v3dv_cmd_buffer *cmd_buffer,
VkCommandBufferResetFlags flags)
{
if (cmd_buffer->status != V3DV_CMD_BUFFER_STATUS_INITIALIZED) {
struct v3dv_device *device = cmd_buffer->device;
struct v3dv_cmd_pool *pool = cmd_buffer->pool;
VkCommandBufferLevel level = cmd_buffer->level;
/* cmd_buffer_init below will re-add the command buffer to the pool
* so remove it here so we don't end up adding it again.
*/
list_del(&cmd_buffer->pool_link);
/* FIXME: For now we always free all resources as if
* VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT was set.
*/
if (cmd_buffer->status != V3DV_CMD_BUFFER_STATUS_NEW)
cmd_buffer_free_resources(cmd_buffer);
cmd_buffer_init(cmd_buffer, device, pool, level);
}
assert(cmd_buffer->status == V3DV_CMD_BUFFER_STATUS_INITIALIZED);
return VK_SUCCESS;
}
VkResult
v3dv_AllocateCommandBuffers(VkDevice _device,
const VkCommandBufferAllocateInfo *pAllocateInfo,
VkCommandBuffer *pCommandBuffers)
{
V3DV_FROM_HANDLE(v3dv_device, device, _device);
V3DV_FROM_HANDLE(v3dv_cmd_pool, pool, pAllocateInfo->commandPool);
VkResult result = VK_SUCCESS;
uint32_t i;
for (i = 0; i < pAllocateInfo->commandBufferCount; i++) {
result = cmd_buffer_create(device, pool, pAllocateInfo->level,
&pCommandBuffers[i]);
if (result != VK_SUCCESS)
break;
}
if (result != VK_SUCCESS) {
v3dv_FreeCommandBuffers(_device, pAllocateInfo->commandPool,
i, pCommandBuffers);
for (i = 0; i < pAllocateInfo->commandBufferCount; i++)
pCommandBuffers[i] = VK_NULL_HANDLE;
}
return result;
}
void
v3dv_FreeCommandBuffers(VkDevice device,
VkCommandPool commandPool,
uint32_t commandBufferCount,
const VkCommandBuffer *pCommandBuffers)
{
for (uint32_t i = 0; i < commandBufferCount; i++) {
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, pCommandBuffers[i]);
if (!cmd_buffer)
continue;
cmd_buffer_destroy(cmd_buffer);
}
}
void
v3dv_DestroyCommandPool(VkDevice _device,
VkCommandPool commandPool,
const VkAllocationCallbacks *pAllocator)
{
V3DV_FROM_HANDLE(v3dv_device, device, _device);
V3DV_FROM_HANDLE(v3dv_cmd_pool, pool, commandPool);
if (!pool)
return;
list_for_each_entry_safe(struct v3dv_cmd_buffer, cmd_buffer,
&pool->cmd_buffers, pool_link) {
cmd_buffer_destroy(cmd_buffer);
}
vk_free2(&device->alloc, pAllocator, pool);
}
static VkResult
cmd_buffer_begin_render_pass_secondary(
struct v3dv_cmd_buffer *cmd_buffer,
const VkCommandBufferInheritanceInfo *inheritance_info)
{
assert(cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_SECONDARY);
assert(cmd_buffer->usage_flags & VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT);
assert(inheritance_info);
cmd_buffer->state.pass =
v3dv_render_pass_from_handle(inheritance_info->renderPass);
assert(cmd_buffer->state.pass);
cmd_buffer->state.framebuffer =
v3dv_framebuffer_from_handle(inheritance_info->framebuffer);
/* Secondaries that execute inside a render pass won't start subpasses
* so we want to create a job for them here.
*/
assert(inheritance_info->subpass < cmd_buffer->state.pass->subpass_count);
struct v3dv_job *job =
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
v3dv_cmd_buffer_start_job(cmd_buffer, inheritance_info->subpass,
V3DV_JOB_TYPE_GPU_CL_SECONDARY);
if (!job) {
v3dv_flag_oom(cmd_buffer, NULL);
return VK_ERROR_OUT_OF_HOST_MEMORY;
}
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
cmd_buffer->state.subpass_idx = inheritance_info->subpass;
/* Secondary command buffers don't know about the render area, but our
* scissor setup accounts for it, so let's make sure we make it large
* enough that it doesn't actually constrain any rendering. This should
* be fine, since the Vulkan spec states:
*
* "The application must ensure (using scissor if necessary) that all
* rendering is contained within the render area."
*
* FIXME: setup constants for the max framebuffer dimensions and use them
* here and when filling in VkPhysicalDeviceLimits.
*/
const struct v3dv_framebuffer *framebuffer = cmd_buffer->state.framebuffer;
cmd_buffer->state.render_area.offset.x = 0;
cmd_buffer->state.render_area.offset.y = 0;
cmd_buffer->state.render_area.extent.width =
framebuffer ? framebuffer->width : 4096;
cmd_buffer->state.render_area.extent.height =
framebuffer ? framebuffer->height : 4096;
return VK_SUCCESS;
}
VkResult
v3dv_BeginCommandBuffer(VkCommandBuffer commandBuffer,
const VkCommandBufferBeginInfo *pBeginInfo)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
/* If this is the first vkBeginCommandBuffer, we must initialize the
* command buffer's state. Otherwise, we must reset its state. In both
* cases we reset it.
*/
VkResult result = cmd_buffer_reset(cmd_buffer, 0);
if (result != VK_SUCCESS)
return result;
assert(cmd_buffer->status == V3DV_CMD_BUFFER_STATUS_INITIALIZED);
cmd_buffer->usage_flags = pBeginInfo->flags;
if (cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_SECONDARY) {
if (pBeginInfo->flags & VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT) {
result =
cmd_buffer_begin_render_pass_secondary(cmd_buffer,
pBeginInfo->pInheritanceInfo);
if (result != VK_SUCCESS)
return result;
}
/* If the primary may have an active occlusion query we need to honor
* that in the secondary.
*/
if (pBeginInfo->pInheritanceInfo->occlusionQueryEnable)
cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_OCCLUSION_QUERY;
}
cmd_buffer->status = V3DV_CMD_BUFFER_STATUS_RECORDING;
return VK_SUCCESS;
}
VkResult
v3dv_ResetCommandBuffer(VkCommandBuffer commandBuffer,
VkCommandBufferResetFlags flags)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
return cmd_buffer_reset(cmd_buffer, flags);
}
VkResult
v3dv_ResetCommandPool(VkDevice device,
VkCommandPool commandPool,
VkCommandPoolResetFlags flags)
{
V3DV_FROM_HANDLE(v3dv_cmd_pool, pool, commandPool);
VkCommandBufferResetFlags reset_flags = 0;
if (flags & VK_COMMAND_POOL_RESET_RELEASE_RESOURCES_BIT)
reset_flags = VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT;
list_for_each_entry_safe(struct v3dv_cmd_buffer, cmd_buffer,
&pool->cmd_buffers, pool_link) {
cmd_buffer_reset(cmd_buffer, reset_flags);
}
return VK_SUCCESS;
}
static void
emit_clip_window(struct v3dv_job *job, const VkRect2D *rect)
{
assert(job);
v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(CLIP_WINDOW));
v3dv_return_if_oom(NULL, job);
cl_emit(&job->bcl, CLIP_WINDOW, clip) {
clip.clip_window_left_pixel_coordinate = rect->offset.x;
clip.clip_window_bottom_pixel_coordinate = rect->offset.y;
clip.clip_window_width_in_pixels = rect->extent.width;
clip.clip_window_height_in_pixels = rect->extent.height;
}
}
/* Checks whether the render area rectangle covers a region that is aligned to
* tile boundaries, which means that for all tiles covered by the render area
* region, there are no uncovered pixels (unless they are also outside the
* framebuffer).
*/
static void
cmd_buffer_update_tile_alignment(struct v3dv_cmd_buffer *cmd_buffer)
{
/* Render areas and scissor/viewport are only relevant inside render passes,
* otherwise we are dealing with transfer operations where these elements
* don't apply.
*/
assert(cmd_buffer->state.pass);
const VkRect2D *rect = &cmd_buffer->state.render_area;
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
/* We should only call this at the beginning of a subpass so we should
* always have framebuffer information available.
*/
assert(cmd_buffer->state.framebuffer);
const VkExtent2D fb_extent = {
.width = cmd_buffer->state.framebuffer->width,
.height = cmd_buffer->state.framebuffer->height
};
VkExtent2D granularity;
v3dv_subpass_get_granularity(cmd_buffer->state.pass,
cmd_buffer->state.subpass_idx,
&granularity);
cmd_buffer->state.tile_aligned_render_area =
rect->offset.x % granularity.width == 0 &&
rect->offset.y % granularity.height == 0 &&
(rect->extent.width % granularity.width == 0 ||
rect->offset.x + rect->extent.width >= fb_extent.width) &&
(rect->extent.height % granularity.height == 0 ||
rect->offset.y + rect->extent.height >= fb_extent.height);
if (!cmd_buffer->state.tile_aligned_render_area) {
perf_debug("Render area for subpass %d of render pass %p doesn't "
"match render pass granularity.\n",
cmd_buffer->state.subpass_idx, cmd_buffer->state.pass);
}
}
void
v3dv_get_hw_clear_color(const VkClearColorValue *color,
uint32_t internal_type,
uint32_t internal_size,
uint32_t *hw_color)
{
union util_color uc;
switch (internal_type) {
case V3D_INTERNAL_TYPE_8:
util_pack_color(color->float32, PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
memcpy(hw_color, uc.ui, internal_size);
break;
case V3D_INTERNAL_TYPE_8I:
case V3D_INTERNAL_TYPE_8UI:
hw_color[0] = ((color->uint32[0] & 0xff) |
(color->uint32[1] & 0xff) << 8 |
(color->uint32[2] & 0xff) << 16 |
(color->uint32[3] & 0xff) << 24);
break;
case V3D_INTERNAL_TYPE_16F:
util_pack_color(color->float32, PIPE_FORMAT_R16G16B16A16_FLOAT, &uc);
memcpy(hw_color, uc.ui, internal_size);
break;
case V3D_INTERNAL_TYPE_16I:
case V3D_INTERNAL_TYPE_16UI:
hw_color[0] = ((color->uint32[0] & 0xffff) | color->uint32[1] << 16);
hw_color[1] = ((color->uint32[2] & 0xffff) | color->uint32[3] << 16);
break;
case V3D_INTERNAL_TYPE_32F:
case V3D_INTERNAL_TYPE_32I:
case V3D_INTERNAL_TYPE_32UI:
memcpy(hw_color, color->uint32, internal_size);
break;
}
}
static void
cmd_buffer_state_set_attachment_clear_color(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t attachment_idx,
const VkClearColorValue *color)
{
assert(attachment_idx < cmd_buffer->state.pass->attachment_count);
const struct v3dv_render_pass_attachment *attachment =
&cmd_buffer->state.pass->attachments[attachment_idx];
uint32_t internal_type, internal_bpp;
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);
uint32_t internal_size = 4 << internal_bpp;
struct v3dv_cmd_buffer_attachment_state *attachment_state =
&cmd_buffer->state.attachments[attachment_idx];
v3dv_get_hw_clear_color(color, internal_type, internal_size,
&attachment_state->clear_value.color[0]);
attachment_state->vk_clear_value.color = *color;
}
static void
cmd_buffer_state_set_attachment_clear_depth_stencil(
struct v3dv_cmd_buffer *cmd_buffer,
uint32_t attachment_idx,
bool clear_depth, bool clear_stencil,
const VkClearDepthStencilValue *ds)
{
struct v3dv_cmd_buffer_attachment_state *attachment_state =
&cmd_buffer->state.attachments[attachment_idx];
if (clear_depth)
attachment_state->clear_value.z = ds->depth;
if (clear_stencil)
attachment_state->clear_value.s = ds->stencil;
attachment_state->vk_clear_value.depthStencil = *ds;
}
static void
cmd_buffer_state_set_clear_values(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t count, const VkClearValue *values)
{
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
const struct v3dv_render_pass *pass = state->pass;
/* There could be less clear values than attachments in the render pass, in
* which case we only want to process as many as we have, or there could be
* more, in which case we want to ignore those for which we don't have a
* corresponding attachment.
*/
count = MIN2(count, pass->attachment_count);
for (uint32_t i = 0; i < count; i++) {
const struct v3dv_render_pass_attachment *attachment =
&pass->attachments[i];
if (attachment->desc.loadOp != VK_ATTACHMENT_LOAD_OP_CLEAR)
continue;
VkImageAspectFlags aspects = vk_format_aspects(attachment->desc.format);
if (aspects & VK_IMAGE_ASPECT_COLOR_BIT) {
cmd_buffer_state_set_attachment_clear_color(cmd_buffer, i,
&values[i].color);
} else if (aspects & (VK_IMAGE_ASPECT_DEPTH_BIT |
VK_IMAGE_ASPECT_STENCIL_BIT)) {
cmd_buffer_state_set_attachment_clear_depth_stencil(
cmd_buffer, i,
aspects & VK_IMAGE_ASPECT_DEPTH_BIT,
aspects & VK_IMAGE_ASPECT_STENCIL_BIT,
&values[i].depthStencil);
}
}
}
static void
cmd_buffer_init_render_pass_attachment_state(struct v3dv_cmd_buffer *cmd_buffer,
const VkRenderPassBeginInfo *pRenderPassBegin)
{
cmd_buffer_state_set_clear_values(cmd_buffer,
pRenderPassBegin->clearValueCount,
pRenderPassBegin->pClearValues);
}
static void
cmd_buffer_ensure_render_pass_attachment_state(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
const struct v3dv_render_pass *pass = state->pass;
if (state->attachment_alloc_count < pass->attachment_count) {
if (state->attachments > 0) {
assert(state->attachment_alloc_count > 0);
vk_free(&cmd_buffer->device->alloc, state->attachments);
}
uint32_t size = sizeof(struct v3dv_cmd_buffer_attachment_state) *
pass->attachment_count;
state->attachments = vk_zalloc(&cmd_buffer->device->alloc, size, 8,
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND);
if (!state->attachments) {
v3dv_flag_oom(cmd_buffer, NULL);
return;
}
state->attachment_alloc_count = pass->attachment_count;
}
assert(state->attachment_alloc_count >= pass->attachment_count);
}
void
v3dv_CmdBeginRenderPass(VkCommandBuffer commandBuffer,
const VkRenderPassBeginInfo *pRenderPassBegin,
VkSubpassContents contents)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
V3DV_FROM_HANDLE(v3dv_render_pass, pass, pRenderPassBegin->renderPass);
V3DV_FROM_HANDLE(v3dv_framebuffer, framebuffer, pRenderPassBegin->framebuffer);
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
state->pass = pass;
state->framebuffer = framebuffer;
cmd_buffer_ensure_render_pass_attachment_state(cmd_buffer);
v3dv_return_if_oom(cmd_buffer, NULL);
cmd_buffer_init_render_pass_attachment_state(cmd_buffer, pRenderPassBegin);
state->render_area = pRenderPassBegin->renderArea;
/* If our render area is smaller than the current clip window we will have
* to emit a new clip window to constraint it to the render area.
*/
uint32_t min_render_x = state->render_area.offset.x;
uint32_t min_render_y = state->render_area.offset.x;
uint32_t max_render_x = min_render_x + state->render_area.extent.width - 1;
uint32_t max_render_y = min_render_y + state->render_area.extent.height - 1;
uint32_t min_clip_x = state->clip_window.offset.x;
uint32_t min_clip_y = state->clip_window.offset.y;
uint32_t max_clip_x = min_clip_x + state->clip_window.extent.width - 1;
uint32_t max_clip_y = min_clip_y + state->clip_window.extent.height - 1;
if (min_render_x > min_clip_x || min_render_y > min_clip_y ||
max_render_x < max_clip_x || max_render_y < max_clip_y) {
state->dirty |= V3DV_CMD_DIRTY_SCISSOR;
}
/* Setup for first subpass */
v3dv_cmd_buffer_subpass_start(cmd_buffer, 0);
}
void
v3dv_CmdNextSubpass(VkCommandBuffer commandBuffer, VkSubpassContents contents)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
assert(state->subpass_idx < state->pass->subpass_count - 1);
/* Finish the previous subpass */
v3dv_cmd_buffer_subpass_finish(cmd_buffer);
/* Start the next subpass */
v3dv_cmd_buffer_subpass_start(cmd_buffer, state->subpass_idx + 1);
}
void
v3dv_render_pass_setup_render_target(struct v3dv_cmd_buffer *cmd_buffer,
int rt,
uint32_t *rt_bpp,
uint32_t *rt_type,
uint32_t *rt_clamp)
{
const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
assert(state->subpass_idx < state->pass->subpass_count);
const struct v3dv_subpass *subpass =
&state->pass->subpasses[state->subpass_idx];
if (rt >= subpass->color_count)
return;
struct v3dv_subpass_attachment *attachment = &subpass->color_attachments[rt];
const uint32_t attachment_idx = attachment->attachment;
if (attachment_idx == VK_ATTACHMENT_UNUSED)
return;
const struct v3dv_framebuffer *framebuffer = state->framebuffer;
assert(attachment_idx < framebuffer->attachment_count);
struct v3dv_image_view *iview = framebuffer->attachments[attachment_idx];
assert(iview->aspects & VK_IMAGE_ASPECT_COLOR_BIT);
*rt_bpp = iview->internal_bpp;
*rt_type = iview->internal_type;
*rt_clamp =vk_format_is_int(iview->vk_format) ?
V3D_RENDER_TARGET_CLAMP_INT : V3D_RENDER_TARGET_CLAMP_NONE;
}
static void
cmd_buffer_render_pass_emit_load(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_cl *cl,
struct v3dv_image_view *iview,
uint32_t layer,
uint32_t buffer)
{
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, LOAD_TILE_BUFFER_GENERAL, load) {
load.buffer_to_load = buffer;
load.address = v3dv_cl_address(image->mem->bo, layer_offset);
load.input_image_format = iview->format->rt_type;
load.r_b_swap = iview->swap_rb;
load.memory_format = slice->tiling;
if (slice->tiling == VC5_TILING_UIF_NO_XOR ||
slice->tiling == VC5_TILING_UIF_XOR) {
load.height_in_ub_or_stride =
slice->padded_height_of_output_image_in_uif_blocks;
} else if (slice->tiling == VC5_TILING_RASTER) {
load.height_in_ub_or_stride = slice->stride;
}
if (image->samples > VK_SAMPLE_COUNT_1_BIT)
load.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
else
load.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
}
}
static void
cmd_buffer_render_pass_emit_loads(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_cl *cl,
uint32_t layer)
{
const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
const struct v3dv_framebuffer *framebuffer = state->framebuffer;
const struct v3dv_render_pass *pass = state->pass;
const struct v3dv_subpass *subpass = &pass->subpasses[state->subpass_idx];
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 struct v3dv_render_pass_attachment *attachment =
&state->pass->attachments[attachment_idx];
/* According to the Vulkan spec:
*
* "The load operation for each sample in an attachment happens before
* any recorded command which accesses the sample in the first subpass
* where the attachment is used."
*
* If the load operation is CLEAR, we must only clear once on the first
* subpass that uses the attachment (and in that case we don't LOAD).
* After that, we always want to load so we don't lose any rendering done
* by a previous subpass to the same attachment. We also want to load
* if the current job is continuing subpass work started by a previous
* job, for the same reason.
*
* If the render area is not aligned to tile boundaries then we have
* tiles which are partially covered by it. In this case, we need to
* load the tiles so we can preserve the pixels that are outside the
* render area for any such tiles.
*/
assert(state->job->first_subpass >= attachment->first_subpass);
bool needs_load =
state->job->first_subpass > attachment->first_subpass ||
state->job->is_subpass_continue ||
attachment->desc.loadOp == VK_ATTACHMENT_LOAD_OP_LOAD ||
!state->tile_aligned_render_area;
if (needs_load) {
struct v3dv_image_view *iview = framebuffer->attachments[attachment_idx];
cmd_buffer_render_pass_emit_load(cmd_buffer, cl, iview,
layer, RENDER_TARGET_0 + i);
}
}
uint32_t ds_attachment_idx = subpass->ds_attachment.attachment;
if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) {
const struct v3dv_render_pass_attachment *ds_attachment =
&state->pass->attachments[ds_attachment_idx];
assert(state->job->first_subpass >= ds_attachment->first_subpass);
bool needs_load =
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) {
struct v3dv_image_view *iview =
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);
cmd_buffer_render_pass_emit_load(cmd_buffer, cl,
iview, layer, zs_buffer);
}
}
cl_emit(cl, END_OF_LOADS, end);
}
static void
cmd_buffer_render_pass_emit_store(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_cl *cl,
uint32_t attachment_idx,
uint32_t layer,
uint32_t buffer,
bool clear)
{
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 = clear;
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
cmd_buffer_render_pass_emit_stores(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_cl *cl,
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;
bool use_per_buffer_clear = true;
/* FIXME: separate stencil */
uint32_t ds_attachment_idx = subpass->ds_attachment.attachment;
if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) {
const struct v3dv_render_pass_attachment *ds_attachment =
&state->pass->attachments[ds_attachment_idx];
assert(state->job->first_subpass >= ds_attachment->first_subpass);
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 */
bool 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;
bool 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);
/* GFXH-1461/GFXH-1689: The per-buffer store command's clear
* buffer bit is broken for depth/stencil. In addition, the
* clear packet's Z/S bit is broken, but the RTs bit ends up
* clearing Z/S.
*
* So if we have to emit a clear of depth or stencil we don't use
* per-buffer clears, not even for color, since we will have to emit
* a clear command for all tile buffers (including color) to handle
* the depth/stencil clears.
*
* Note that this bug is not reproduced in the simulator, where
* using the clear buffer bit in depth/stencil stores seems to work
* correctly.
*/
use_per_buffer_clear = !needs_stencil_clear && !needs_depth_clear;
bool needs_ds_store = needs_stencil_store || needs_depth_store;
if (needs_ds_store) {
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, false);
has_stores = true;
}
}
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 struct v3dv_render_pass_attachment *attachment =
&state->pass->attachments[attachment_idx];
assert(state->job->first_subpass >= attachment->first_subpass);
assert(state->subpass_idx >= attachment->first_subpass);
assert(state->subpass_idx <= attachment->last_subpass);
/* Only clear once on the first subpass that uses the attachment */
bool needs_clear =
state->tile_aligned_render_area &&
state->job->first_subpass == attachment->first_subpass &&
attachment->desc.loadOp == VK_ATTACHMENT_LOAD_OP_CLEAR &&
!state->job->is_subpass_continue;
/* Skip the last store if it is not required */
bool needs_store =
state->subpass_idx < attachment->last_subpass ||
attachment->desc.storeOp == VK_ATTACHMENT_STORE_OP_STORE ||
needs_clear ||
!state->job->is_subpass_finish;
if (needs_store) {
cmd_buffer_render_pass_emit_store(cmd_buffer, cl,
attachment_idx, layer,
RENDER_TARGET_0 + i,
needs_clear && use_per_buffer_clear);
has_stores = true;
}
}
/* We always need to emit at least one dummy store */
if (!has_stores) {
cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
store.buffer_to_store = NONE;
}
}
/* If we have any depth/stencil clears we can't use the per-buffer clear
* bit and instead we have to emit a single clear of all tile buffers.
*/
if (!use_per_buffer_clear) {
cl_emit(cl, CLEAR_TILE_BUFFERS, clear) {
clear.clear_z_stencil_buffer = true;
clear.clear_all_render_targets = true;
}
}
}
static void
cmd_buffer_render_pass_emit_per_tile_rcl(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t layer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
/* Emit the generic list in our indirect state -- the rcl will just
* have pointers into it.
*/
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);
cmd_buffer_render_pass_emit_loads(cmd_buffer, cl, layer);
/* The binner starts out writing tiles assuming that the initial mode
* is triangles, so make sure that's the case.
*/
cl_emit(cl, PRIM_LIST_FORMAT, fmt) {
fmt.primitive_type = LIST_TRIANGLES;
}
cl_emit(cl, BRANCH_TO_IMPLICIT_TILE_LIST, branch);
cmd_buffer_render_pass_emit_stores(cmd_buffer, cl, 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
cmd_buffer_emit_render_pass_layer_rcl(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t layer)
{
const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
struct v3dv_job *job = cmd_buffer->state.job;
struct v3dv_cl *rcl = &job->rcl;
/* If doing multicore binning, we would need to initialize each
* core's tile list here.
*/
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;
}
/* Start by clearing the tile buffer. */
cl_emit(rcl, TILE_COORDINATES, coords) {
coords.tile_column_number = 0;
coords.tile_row_number = 0;
}
/* Emit an initial clear of the tile buffers. This is necessary
* for any buffers that should be cleared (since clearing
* normally happens at the *end* of the generic tile list), but
* it's also nice to clear everything so the first tile doesn't
* inherit any contents from some previous frame.
*
* Also, implement the GFXH-1742 workaround. There's a race in
* the HW between the RCL updating the TLB's internal type/size
* and the spawning of the QPU instances using the TLB's current
* internal type/size. To make sure the QPUs get the right
* state, we need 1 dummy store in between internal type/size
* changes on V3D 3.x, and 2 dummy stores on 4.x.
*/
for (int i = 0; i < 2; i++) {
if (i > 0)
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 && cmd_buffer->state.tile_aligned_render_area) {
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);
cmd_buffer_render_pass_emit_per_tile_rcl(cmd_buffer, 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 min_x_supertile =
state->render_area.offset.x / supertile_w_in_pixels;
const uint32_t min_y_supertile =
state->render_area.offset.y / supertile_h_in_pixels;
uint32_t max_render_x = state->render_area.offset.x;
if (state->render_area.extent.width > 0)
max_render_x += state->render_area.extent.width - 1;
uint32_t max_render_y = state->render_area.offset.y;
if (state->render_area.extent.height > 0)
max_render_y += state->render_area.extent.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 = min_y_supertile; y <= max_y_supertile; y++) {
for (int x = min_x_supertile; 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
set_rcl_early_z_config(struct v3dv_job *job,
bool *early_z_disable,
uint32_t *early_z_test_and_update_direction)
{
switch (job->first_ez_state) {
case VC5_EZ_UNDECIDED:
case VC5_EZ_LT_LE:
*early_z_disable = false;
*early_z_test_and_update_direction = EARLY_Z_DIRECTION_LT_LE;
break;
case VC5_EZ_GT_GE:
*early_z_disable = false;
*early_z_test_and_update_direction = EARLY_Z_DIRECTION_GT_GE;
break;
case VC5_EZ_DISABLED:
*early_z_disable = true;
break;
}
}
static void
cmd_buffer_emit_render_pass_rcl(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
const struct v3dv_framebuffer *framebuffer = state->framebuffer;
/* We can't emit the RCL until we have a framebuffer, which we may not have
* if we are recording a secondary command buffer. In that case, we will
* have to wait until vkCmdExecuteCommands is called from a primary command
* buffer.
*/
if (!framebuffer) {
assert(cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_SECONDARY);
return;
}
const struct v3dv_frame_tiling *tiling = &job->frame_tiling;
const uint32_t fb_layers = framebuffer->layers;
v3dv_cl_ensure_space_with_branch(&job->rcl, 200 +
MAX2(fb_layers, 1) * 256 *
cl_packet_length(SUPERTILE_COORDINATES));
v3dv_return_if_oom(cmd_buffer, NULL);
assert(state->subpass_idx < state->pass->subpass_count);
const struct v3dv_subpass *subpass =
&state->pass->subpasses[state->subpass_idx];
struct v3dv_cl *rcl = &job->rcl;
/* Comon config must be the first TILE_RENDERING_MODE_CFG and
* Z_STENCIL_CLEAR_VALUES must be last. The ones in between are optional
* updates to the previous HW state.
*/
const uint32_t ds_attachment_idx = subpass->ds_attachment.attachment;
cl_emit(rcl, TILE_RENDERING_MODE_CFG_COMMON, config) {
config.image_width_pixels = framebuffer->width;
config.image_height_pixels = framebuffer->height;
config.number_of_render_targets = MAX2(subpass->color_count, 1);
config.multisample_mode_4x = false; /* FIXME */
config.maximum_bpp_of_all_render_targets = tiling->internal_bpp;
if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) {
const struct v3dv_image_view *iview =
framebuffer->attachments[ds_attachment_idx];
config.internal_depth_type = iview->internal_type;
}
set_rcl_early_z_config(job,
&config.early_z_disable,
&config.early_z_test_and_update_direction);
}
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;
struct v3dv_image_view *iview =
state->framebuffer->attachments[attachment_idx];
const struct v3dv_image *image = iview->image;
const struct v3d_resource_slice *slice = &image->slices[iview->base_level];
const uint32_t *clear_color =
&state->attachments[attachment_idx].clear_value.color[0];
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);
}
/* Ends rendering mode config. */
if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) {
cl_emit(rcl, TILE_RENDERING_MODE_CFG_ZS_CLEAR_VALUES, clear) {
clear.z_clear_value =
state->attachments[ds_attachment_idx].clear_value.z;
clear.stencil_clear_value =
state->attachments[ds_attachment_idx].clear_value.s;
};
} else {
cl_emit(rcl, TILE_RENDERING_MODE_CFG_ZS_CLEAR_VALUES, clear) {
clear.z_clear_value = 1.0f;
clear.stencil_clear_value = 0;
};
}
/* Always set initial block size before the first branch, which needs
* to match the value from binning mode config.
*/
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 = 0; layer < MAX2(1, fb_layers); layer++)
cmd_buffer_emit_render_pass_layer_rcl(cmd_buffer, layer);
cl_emit(rcl, END_OF_RENDERING, end);
}
static void
cmd_buffer_emit_subpass_clears(struct v3dv_cmd_buffer *cmd_buffer)
{
assert(cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_PRIMARY);
assert(cmd_buffer->state.pass);
assert(cmd_buffer->state.subpass_idx < cmd_buffer->state.pass->subpass_count);
const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
const struct v3dv_render_pass *pass = state->pass;
const struct v3dv_subpass *subpass = &pass->subpasses[state->subpass_idx];
uint32_t att_count = 0;
VkClearAttachment atts[V3D_MAX_DRAW_BUFFERS + 1]; /* 4 color + D/S */
for (uint32_t i = 0; i < subpass->color_count; i++) {
const uint32_t att_idx = subpass->color_attachments[i].attachment;
if (att_idx == VK_ATTACHMENT_UNUSED)
continue;
struct v3dv_render_pass_attachment *att = &pass->attachments[att_idx];
if (att->desc.loadOp != VK_ATTACHMENT_LOAD_OP_CLEAR)
continue;
if (state->subpass_idx != att->first_subpass)
continue;
atts[att_count].aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
atts[att_count].colorAttachment = i;
atts[att_count].clearValue = state->attachments[att_idx].vk_clear_value;
att_count++;
}
const uint32_t ds_att_idx = subpass->ds_attachment.attachment;
if (ds_att_idx != VK_ATTACHMENT_UNUSED) {
struct v3dv_render_pass_attachment *att = &pass->attachments[ds_att_idx];
if (state->subpass_idx == att->first_subpass) {
VkImageAspectFlags aspects = vk_format_aspects(att->desc.format);
if (att->desc.loadOp != VK_ATTACHMENT_LOAD_OP_CLEAR)
aspects &= ~VK_IMAGE_ASPECT_DEPTH_BIT;
if (att->desc.stencilLoadOp != VK_ATTACHMENT_LOAD_OP_CLEAR)
aspects &= ~VK_IMAGE_ASPECT_STENCIL_BIT;
atts[att_count].aspectMask = aspects;
atts[att_count].colorAttachment = 0; /* Ignored */
atts[att_count].clearValue =
state->attachments[ds_att_idx].vk_clear_value;
att_count++;
}
}
if (att_count == 0)
return;
perf_debug("Render area doesn't match render pass granularity, falling back "
"to vkCmdClearAttachments for VK_ATTACHMENT_LOAD_OP_CLEAR.\n");
/* From the Vulkan 1.0 spec:
*
* "VK_ATTACHMENT_LOAD_OP_CLEAR specifies that the contents within the
* render area will be cleared to a uniform value, which is specified
* when a render pass instance is begun."
*
* So the clear is only constrained by the render area and not by pipeline
* state such as scissor or viewport, these are the semantics of
* vkCmdClearAttachments as well.
*/
VkCommandBuffer _cmd_buffer = v3dv_cmd_buffer_to_handle(cmd_buffer);
VkClearRect rect = {
.rect = state->render_area,
.baseArrayLayer = 0,
.layerCount = 1,
};
v3dv_CmdClearAttachments(_cmd_buffer, att_count, atts, 1, &rect);
}
static struct v3dv_job *
cmd_buffer_subpass_create_job(struct v3dv_cmd_buffer *cmd_buffer,
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
uint32_t subpass_idx,
enum v3dv_job_type type)
{
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
assert(type == V3DV_JOB_TYPE_GPU_CL ||
type == V3DV_JOB_TYPE_GPU_CL_SECONDARY);
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
assert(subpass_idx < state->pass->subpass_count);
/* Starting a new job can trigger a finish of the current one, so don't
* change the command buffer state for the new job until we are done creating
* the new job.
*/
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
struct v3dv_job *job =
v3dv_cmd_buffer_start_job(cmd_buffer, subpass_idx, type);
if (!job)
return NULL;
state->subpass_idx = subpass_idx;
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
/* If we are starting a new job we need to setup binning. We only do this
* for V3DV_JOB_TYPE_GPU_CL jobs because V3DV_JOB_TYPE_GPU_CL_SECONDARY
* jobs are not submitted to the GPU directly, and are instead meant to be
* branched to from other V3DV_JOB_TYPE_GPU_CL jobs.
*/
if (type == V3DV_JOB_TYPE_GPU_CL &&
job->first_subpass == state->subpass_idx) {
const struct v3dv_subpass *subpass =
&state->pass->subpasses[state->subpass_idx];
const struct v3dv_framebuffer *framebuffer = state->framebuffer;
const uint8_t internal_bpp =
v3dv_framebuffer_compute_internal_bpp(framebuffer, subpass);
v3dv_job_start_frame(job,
framebuffer->width,
framebuffer->height,
framebuffer->layers,
subpass->color_count,
internal_bpp);
/* FIXME: we don't support input/resolve attachments yet */
assert(subpass->input_count == 0);
assert(subpass->resolve_attachments == NULL);
}
return job;
}
struct v3dv_job *
v3dv_cmd_buffer_subpass_start(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t subpass_idx)
{
assert(cmd_buffer->state.pass);
assert(subpass_idx < cmd_buffer->state.pass->subpass_count);
struct v3dv_job *job =
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
cmd_buffer_subpass_create_job(cmd_buffer, subpass_idx,
V3DV_JOB_TYPE_GPU_CL);
if (!job)
return NULL;
/* Check if our render area is aligned to tile boundaries. We have to do
* this in each subpass because the subset of attachments used can change
* and with that the tile size selected by the hardware can change too.
*/
cmd_buffer_update_tile_alignment(cmd_buffer);
/* If we can't use TLB clears then we need to emit draw clears for any
* LOAD_OP_CLEAR attachments in this subpass now.
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
*
* Secondary command buffers don't start subpasses (and may not even have
* framebuffer state), so we only care about this in primaries. The only
* exception could be a secondary runnning inside a subpass that needs to
* record a meta operation (with its own render pass) that relies on
* attachment load clears, but we don't have any instances of that right
* now.
*/
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
if (cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_PRIMARY &&
!cmd_buffer->state.tile_aligned_render_area) {
cmd_buffer_emit_subpass_clears(cmd_buffer);
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
}
return job;
}
struct v3dv_job *
v3dv_cmd_buffer_subpass_resume(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t subpass_idx)
{
assert(cmd_buffer->state.pass);
assert(subpass_idx < cmd_buffer->state.pass->subpass_count);
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
struct v3dv_job *job;
if (cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_PRIMARY) {
job = cmd_buffer_subpass_create_job(cmd_buffer, subpass_idx,
V3DV_JOB_TYPE_GPU_CL);
} else {
assert(cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_SECONDARY);
job = cmd_buffer_subpass_create_job(cmd_buffer, subpass_idx,
V3DV_JOB_TYPE_GPU_CL_SECONDARY);
}
if (!job)
return NULL;
job->is_subpass_continue = true;
return job;
}
void
v3dv_cmd_buffer_subpass_finish(struct v3dv_cmd_buffer *cmd_buffer)
{
/* We can end up here without a job if the last command recorded into the
* subpass already finished the job (for example a pipeline barrier). In
* that case we miss to set the is_subpass_finish flag, but that is not
* required for proper behavior.
*/
struct v3dv_job *job = cmd_buffer->state.job;
if (job)
job->is_subpass_finish = true;
}
void
v3dv_CmdEndRenderPass(VkCommandBuffer commandBuffer)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
/* Finalize last subpass */
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
assert(state->subpass_idx == state->pass->subpass_count - 1);
v3dv_cmd_buffer_subpass_finish(cmd_buffer);
v3dv_cmd_buffer_finish_job(cmd_buffer);
/* We are no longer inside a render pass */
state->framebuffer = NULL;
state->pass = NULL;
state->subpass_idx = -1;
}
VkResult
v3dv_EndCommandBuffer(VkCommandBuffer commandBuffer)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
if (cmd_buffer->state.oom)
return VK_ERROR_OUT_OF_HOST_MEMORY;
/* Primaries should have ended any recording jobs by the time they hit
* vkEndRenderPass (if we are inside a render pass). Commands outside
* a render pass instance (for both primaries and secondaries) spawn
* complete jobs too. So the only case where we can get here without
* finishing a recording job is when we are recording a secondary
* inside a render pass.
*/
if (cmd_buffer->state.job) {
assert(cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_SECONDARY &&
cmd_buffer->state.pass);
v3dv_cmd_buffer_finish_job(cmd_buffer);
}
cmd_buffer->status = V3DV_CMD_BUFFER_STATUS_EXECUTABLE;
return VK_SUCCESS;
}
static void
emit_occlusion_query(struct v3dv_cmd_buffer *cmd_buffer);
static void
ensure_array_state(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t slot_size,
uint32_t used_count,
uint32_t *alloc_count,
void **ptr);
static void
cmd_buffer_copy_secondary_end_query_state(struct v3dv_cmd_buffer *primary,
struct v3dv_cmd_buffer *secondary)
{
struct v3dv_cmd_buffer_state *p_state = &primary->state;
struct v3dv_cmd_buffer_state *s_state = &secondary->state;
const uint32_t total_state_count =
p_state->query.end.used_count + s_state->query.end.used_count;
ensure_array_state(primary,
sizeof(struct v3dv_end_query_cpu_job_info),
total_state_count,
&p_state->query.end.alloc_count,
(void **) &p_state->query.end.states);
v3dv_return_if_oom(primary, NULL);
for (uint32_t i = 0; i < s_state->query.end.used_count; i++) {
const struct v3dv_end_query_cpu_job_info *s_qstate =
&secondary->state.query.end.states[i];
struct v3dv_end_query_cpu_job_info *p_qstate =
&p_state->query.end.states[p_state->query.end.used_count++];
p_qstate->pool = s_qstate->pool;
p_qstate->query = s_qstate->query;
}
}
static void
clone_bo_list(struct v3dv_cmd_buffer *cmd_buffer,
struct list_head *dst,
struct list_head *src)
{
assert(cmd_buffer);
list_inithead(dst);
list_for_each_entry(struct v3dv_bo, bo, src, list_link) {
struct v3dv_bo *clone_bo =
vk_alloc(&cmd_buffer->device->alloc, sizeof(struct v3dv_bo), 8,
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND);
if (!clone_bo) {
v3dv_flag_oom(cmd_buffer, NULL);
return;
}
*clone_bo = *bo;
list_addtail(&clone_bo->list_link, dst);
}
}
/* Clones a job for inclusion in the given command buffer. Note that this
* doesn't make a deep copy so the cloned job it doesn't own any resources.
* Useful when we need to have a job in more than one list, which happens
* for jobs recorded in secondary command buffers when we want to execute
* them in primaries.
*/
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
static void
job_clone_in_cmd_buffer(struct v3dv_job *job,
struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *clone_job = vk_alloc(&job->device->alloc,
sizeof(struct v3dv_job), 8,
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND);
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
if (!clone_job) {
v3dv_flag_oom(cmd_buffer, NULL);
return;
}
/* Cloned jobs don't duplicate resources! */
*clone_job = *job;
clone_job->is_clone = true;
clone_job->cmd_buffer = cmd_buffer;
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
list_addtail(&clone_job->list_link, &cmd_buffer->jobs);
/* We need to regen the BO lists so that they point to the BO list in the
* cloned job. Otherwise functions like list_length() will loop forever.
*/
if (job->type == V3DV_JOB_TYPE_GPU_CL) {
clone_bo_list(cmd_buffer, &clone_job->bcl.bo_list, &job->bcl.bo_list);
clone_bo_list(cmd_buffer, &clone_job->rcl.bo_list, &job->rcl.bo_list);
clone_bo_list(cmd_buffer, &clone_job->indirect.bo_list,
&job->indirect.bo_list);
}
}
static void
cmd_buffer_execute_inside_pass(struct v3dv_cmd_buffer *primary,
uint32_t cmd_buffer_count,
const VkCommandBuffer *cmd_buffers)
{
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
assert(primary->state.job);
if (primary->state.dirty & V3DV_CMD_DIRTY_OCCLUSION_QUERY)
emit_occlusion_query(primary);
for (uint32_t i = 0; i < cmd_buffer_count; i++) {
V3DV_FROM_HANDLE(v3dv_cmd_buffer, secondary, cmd_buffers[i]);
assert(secondary->usage_flags &
VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT);
list_for_each_entry(struct v3dv_job, secondary_job,
&secondary->jobs, list_link) {
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
if (secondary_job->type == V3DV_JOB_TYPE_GPU_CL_SECONDARY) {
/* If the job is a CL, then we branch to it from the primary BCL.
* In this case the secondary's BCL is finished with a
* RETURN_FROM_SUB_LIST command to return back to the primary BCL
* once we are done executing it.
*/
assert(v3dv_cl_offset(&secondary_job->rcl) == 0);
assert(secondary_job->bcl.bo);
/* Sanity check that secondary BCL ends with RETURN_FROM_SUB_LIST */
STATIC_ASSERT(cl_packet_length(RETURN_FROM_SUB_LIST) == 1);
assert(v3dv_cl_offset(&secondary_job->bcl) >= 1);
assert(*(((uint8_t *)secondary_job->bcl.next) - 1) ==
V3D42_RETURN_FROM_SUB_LIST_opcode);
/* If we had to split the primary job while executing the secondary
* we will have to create a new one so we can emit the branch
* instruction.
*
* FIXME: in this case, maybe just copy the secondary BCL without
* the RETURN_FROM_SUB_LIST into the primary job to skip the
* branch?
*/
struct v3dv_job *primary_job = primary->state.job;
if (!primary_job) {
primary_job =
v3dv_cmd_buffer_subpass_resume(primary,
primary->state.subpass_idx);
}
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
/* Make sure our primary job has all required BO references */
set_foreach(secondary_job->bos, entry) {
struct v3dv_bo *bo = (struct v3dv_bo *)entry->key;
v3dv_job_add_bo(primary_job, bo);
}
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
/* Emit the branch instruction */
v3dv_cl_ensure_space_with_branch(&primary_job->bcl,
cl_packet_length(BRANCH_TO_SUB_LIST));
v3dv_return_if_oom(primary, NULL);
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
cl_emit(&primary_job->bcl, BRANCH_TO_SUB_LIST, branch) {
branch.address = v3dv_cl_address(secondary_job->bcl.bo, 0);
}
} else if (secondary_job->type == V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS) {
const struct v3dv_clear_attachments_cpu_job_info *info =
&secondary_job->cpu.clear_attachments;
v3dv_CmdClearAttachments(v3dv_cmd_buffer_to_handle(primary),
info->attachment_count,
info->attachments,
info->rect_count,
info->rects);
} else {
/* This is a regular job (CPU or GPU), so just finish the current
* primary job (if any) and then add the secondary job to the
* primary's job list right after it.
*/
v3dv_cmd_buffer_finish_job(primary);
job_clone_in_cmd_buffer(secondary_job, primary);
}
}
/* If the secondary has recorded any vkCmdEndQuery commands, we need to
* copy this state to the primary so it is processed properly when the
* current primary job is finished.
*/
cmd_buffer_copy_secondary_end_query_state(primary, secondary);
}
}
static void
cmd_buffer_execute_outside_pass(struct v3dv_cmd_buffer *primary,
uint32_t cmd_buffer_count,
const VkCommandBuffer *cmd_buffers)
{
for (uint32_t i = 0; i < cmd_buffer_count; i++) {
V3DV_FROM_HANDLE(v3dv_cmd_buffer, secondary, cmd_buffers[i]);
assert(!(secondary->usage_flags &
VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT));
/* Secondary command buffers that execute outside a render pass create
* complete jobs with an RCL and tile setup, so we simply want to merge
* their job list into the primary's. However, because they may be
* executed into multiple primaries at the same time and we only have a
* single list_link in each job, we can't just add then to the primary's
* job list and we instead have to clone them first.
*
* Alternatively, we could create a "execute secondary" CPU job that
* when executed in a queue, would submit all the jobs in the referenced
* secondary command buffer. However, this would raise some challenges
* to make it work with the implementation of wait threads in the queue
* which we use for event waits, for example.
*/
list_for_each_entry(struct v3dv_job, secondary_job,
&secondary->jobs, list_link) {
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
/* These can only happen inside a render pass */
assert(secondary_job->type != V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS);
assert(secondary_job->type != V3DV_JOB_TYPE_GPU_CL_SECONDARY);
job_clone_in_cmd_buffer(secondary_job, primary);
}
}
}
void
v3dv_CmdExecuteCommands(VkCommandBuffer commandBuffer,
uint32_t commandBufferCount,
const VkCommandBuffer *pCommandBuffers)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, primary, commandBuffer);
if (primary->state.pass != NULL) {
cmd_buffer_execute_inside_pass(primary,
commandBufferCount, pCommandBuffers);
} else {
cmd_buffer_execute_outside_pass(primary,
commandBufferCount, pCommandBuffers);
}
}
/* This goes though the list of possible dynamic states in the pipeline and,
* for those that are not configured as dynamic, copies relevant state into
* the command buffer.
*/
static void
cmd_buffer_bind_pipeline_static_state(struct v3dv_cmd_buffer *cmd_buffer,
const struct v3dv_dynamic_state *src)
{
struct v3dv_dynamic_state *dest = &cmd_buffer->state.dynamic;
uint32_t dynamic_mask = src->mask;
uint32_t dirty = 0;
/* See note on SetViewport. We follow radv approach to only allow to set
* the number of viewports/scissors at pipeline creation time.
*/
dest->viewport.count = src->viewport.count;
dest->scissor.count = src->scissor.count;
if (!(dynamic_mask & V3DV_DYNAMIC_VIEWPORT)) {
if (memcmp(&dest->viewport.viewports, &src->viewport.viewports,
src->viewport.count * sizeof(VkViewport))) {
typed_memcpy(dest->viewport.viewports,
src->viewport.viewports,
src->viewport.count);
typed_memcpy(dest->viewport.scale, src->viewport.scale,
src->viewport.count);
typed_memcpy(dest->viewport.translate, src->viewport.translate,
src->viewport.count);
dirty |= V3DV_CMD_DIRTY_VIEWPORT;
}
}
if (!(dynamic_mask & V3DV_DYNAMIC_SCISSOR)) {
if (memcmp(&dest->scissor.scissors, &src->scissor.scissors,
src->scissor.count * sizeof(VkRect2D))) {
typed_memcpy(dest->scissor.scissors,
src->scissor.scissors, src->scissor.count);
dirty |= V3DV_CMD_DIRTY_SCISSOR;
}
}
if (!(dynamic_mask & V3DV_DYNAMIC_STENCIL_COMPARE_MASK)) {
if (memcmp(&dest->stencil_compare_mask, &src->stencil_compare_mask,
sizeof(src->stencil_compare_mask))) {
dest->stencil_compare_mask = src->stencil_compare_mask;
dirty |= V3DV_CMD_DIRTY_STENCIL_COMPARE_MASK;
}
}
if (!(dynamic_mask & V3DV_DYNAMIC_STENCIL_WRITE_MASK)) {
if (memcmp(&dest->stencil_write_mask, &src->stencil_write_mask,
sizeof(src->stencil_write_mask))) {
dest->stencil_write_mask = src->stencil_write_mask;
dirty |= V3DV_CMD_DIRTY_STENCIL_WRITE_MASK;
}
}
if (!(dynamic_mask & V3DV_DYNAMIC_STENCIL_REFERENCE)) {
if (memcmp(&dest->stencil_reference, &src->stencil_reference,
sizeof(src->stencil_reference))) {
dest->stencil_reference = src->stencil_reference;
dirty |= V3DV_CMD_DIRTY_STENCIL_REFERENCE;
}
}
if (!(dynamic_mask & V3DV_DYNAMIC_BLEND_CONSTANTS)) {
if (memcmp(dest->blend_constants, src->blend_constants,
sizeof(src->blend_constants))) {
memcpy(dest->blend_constants, src->blend_constants,
sizeof(src->blend_constants));
dirty |= V3DV_CMD_DIRTY_BLEND_CONSTANTS;
}
}
if (!(dynamic_mask & V3DV_DYNAMIC_DEPTH_BIAS)) {
if (memcmp(&dest->depth_bias, &src->depth_bias,
sizeof(src->depth_bias))) {
memcpy(&dest->depth_bias, &src->depth_bias, sizeof(src->depth_bias));
dirty |= V3DV_CMD_DIRTY_DEPTH_BIAS;
}
}
if (!(dynamic_mask & V3DV_DYNAMIC_LINE_WIDTH)) {
if (dest->line_width != src->line_width) {
dest->line_width = src->line_width;
dirty |= V3DV_CMD_DIRTY_LINE_WIDTH;
}
}
cmd_buffer->state.dynamic.mask = dynamic_mask;
cmd_buffer->state.dirty |= dirty;
}
static void
job_update_ez_state(struct v3dv_job *job,
struct v3dv_pipeline *pipeline,
struct v3dv_cmd_buffer_state *state)
{
/* If we don't have a depth attachment at all, disable */
if (!state->pass) {
job->ez_state = VC5_EZ_DISABLED;
return;
}
assert(state->subpass_idx < state->pass->subpass_count);
struct v3dv_subpass *subpass = &state->pass->subpasses[state->subpass_idx];
if (subpass->ds_attachment.attachment == VK_ATTACHMENT_UNUSED) {
job->ez_state = VC5_EZ_DISABLED;
return;
}
/* Otherwise, look at the curently bound pipeline state */
switch (pipeline->ez_state) {
case VC5_EZ_UNDECIDED:
/* If the pipeline didn't pick a direction but didn't disable, then go
* along with the current EZ state. This allows EZ optimization for Z
* func == EQUAL or NEVER.
*/
break;
case VC5_EZ_LT_LE:
case VC5_EZ_GT_GE:
/* If the pipeline picked a direction, then it needs to match the current
* direction if we've decided on one.
*/
if (job->ez_state == VC5_EZ_UNDECIDED)
job->ez_state = pipeline->ez_state;
else if (job->ez_state != pipeline->ez_state)
job->ez_state = VC5_EZ_DISABLED;
break;
case VC5_EZ_DISABLED:
/* If the pipeline disables EZ because of a bad Z func or stencil
* operation, then we can't do any more EZ in this frame.
*/
job->ez_state = VC5_EZ_DISABLED;
break;
}
/* If the FS writes Z, then it may update against the chosen EZ direction */
if (pipeline->fs->current_variant->prog_data.fs->writes_z)
job->ez_state = VC5_EZ_DISABLED;
if (job->first_ez_state == VC5_EZ_UNDECIDED &&
job->ez_state != VC5_EZ_DISABLED) {
job->first_ez_state = job->ez_state;
}
}
/* Note that the following poopulate methods doesn't do a detailed fill-up of
* the v3d_fs_key. Here we just fill-up cmd_buffer specific info. All info
* coming from the pipeline create info was alredy filled up when the pipeline
* was created
*/
static void
cmd_buffer_populate_v3d_key(struct v3d_key *key,
struct v3dv_cmd_buffer *cmd_buffer,
VkPipelineBindPoint pipeline_binding)
{
if (cmd_buffer->state.pipeline->combined_index_map != NULL) {
struct v3dv_descriptor_map *texture_map = &cmd_buffer->state.pipeline->texture_map;
struct v3dv_descriptor_map *sampler_map = &cmd_buffer->state.pipeline->sampler_map;
struct v3dv_descriptor_state *descriptor_state =
&cmd_buffer->state.descriptor_state[pipeline_binding];
hash_table_foreach(cmd_buffer->state.pipeline->combined_index_map, entry) {
uint32_t combined_idx = (uint32_t)(uintptr_t) (entry->data);
uint32_t combined_idx_key =
cmd_buffer->state.pipeline->combined_index_to_key_map[combined_idx];
uint32_t texture_idx;
uint32_t sampler_idx;
v3dv_pipeline_combined_index_key_unpack(combined_idx_key,
&texture_idx, &sampler_idx);
struct v3dv_image_view *image_view =
v3dv_descriptor_map_get_image_view(descriptor_state,
texture_map,
cmd_buffer->state.pipeline->layout,
texture_idx);
assert(image_view);
const struct v3dv_sampler *sampler = NULL;
if (sampler_idx != V3DV_NO_SAMPLER_IDX) {
sampler =
v3dv_descriptor_map_get_sampler(descriptor_state,
sampler_map,
cmd_buffer->state.pipeline->layout,
sampler_idx);
assert(sampler);
}
key->tex[combined_idx].return_size =
v3dv_get_tex_return_size(image_view->format,
sampler ? sampler->compare_enable : false);
if (key->tex[combined_idx].return_size == 16) {
key->tex[combined_idx].return_channels = 2;
} else {
key->tex[combined_idx].return_channels = 4;
}
/* Note: we don't need to do anything for the swizzle, as that is
* handled with the swizzle info at the Texture State, and the
* default values for key->tex[].swizzle were already filled up on
* the pipeline populate.
*/
}
}
}
static void
update_fs_variant(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_shader_variant *variant;
struct v3dv_pipeline_stage *p_stage = cmd_buffer->state.pipeline->fs;
struct v3d_fs_key local_key;
/* We start with a copy of the original pipeline key */
memcpy(&local_key, &p_stage->key.fs, sizeof(struct v3d_fs_key));
cmd_buffer_populate_v3d_key(&local_key.base, cmd_buffer,
VK_PIPELINE_BIND_POINT_GRAPHICS);
VkResult vk_result;
variant = v3dv_get_shader_variant(p_stage, &local_key.base,
sizeof(struct v3d_fs_key),
&cmd_buffer->device->alloc,
&vk_result);
/* At this point we are not creating a vulkan object to return to the
* API user, so we can't really return back a OOM error
*/
assert(variant);
assert(vk_result == VK_SUCCESS);
p_stage->current_variant = variant;
}
static void
update_vs_variant(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_shader_variant *variant;
struct v3dv_pipeline_stage *p_stage;
struct v3d_vs_key local_key;
VkResult vk_result;
/* We start with a copy of the original pipeline key */
p_stage = cmd_buffer->state.pipeline->vs;
memcpy(&local_key, &p_stage->key.vs, sizeof(struct v3d_vs_key));
cmd_buffer_populate_v3d_key(&local_key.base, cmd_buffer,
VK_PIPELINE_BIND_POINT_GRAPHICS);
variant = v3dv_get_shader_variant(p_stage, &local_key.base,
sizeof(struct v3d_vs_key),
&cmd_buffer->device->alloc,
&vk_result);
/* At this point we are not creating a vulkan object to return to the
* API user, so we can't really return back a OOM error
*/
assert(variant);
assert(vk_result == VK_SUCCESS);
p_stage->current_variant = variant;
/* Now the vs_bin */
p_stage = cmd_buffer->state.pipeline->vs_bin;
memcpy(&local_key, &p_stage->key.vs, sizeof(struct v3d_vs_key));
cmd_buffer_populate_v3d_key(&local_key.base, cmd_buffer,
VK_PIPELINE_BIND_POINT_GRAPHICS);
variant = v3dv_get_shader_variant(p_stage, &local_key.base,
sizeof(struct v3d_vs_key),
&cmd_buffer->device->alloc,
&vk_result);
/* At this point we are not creating a vulkan object to return to the
* API user, so we can't really return back a OOM error
*/
assert(variant);
assert(vk_result == VK_SUCCESS);
p_stage->current_variant = variant;
}
/*
* Some updates on the cmd buffer requires also updates on the shader being
* compiled at the pipeline. The poster boy here are textures, as the compiler
* needs to do certain things depending on the texture format. So here we
* re-create the v3d_keys and update the variant. Note that internally the
* pipeline has a variant cache (hash table) to avoid unneeded compilations
*
*/
static void
update_pipeline_variants(struct v3dv_cmd_buffer *cmd_buffer)
{
assert(cmd_buffer->state.pipeline);
update_fs_variant(cmd_buffer);
update_vs_variant(cmd_buffer);
}
static void
bind_graphics_pipeline(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_pipeline *pipeline)
{
assert(pipeline && !(pipeline->active_stages & VK_SHADER_STAGE_COMPUTE_BIT));
if (cmd_buffer->state.pipeline == pipeline)
return;
/* Enable always flush if we are blending to sRGB render targets. This
* fixes test failures in:
* dEQP-VK.pipeline.blend.format.r8g8b8a8_srgb.*
*
* FIXME: not sure why we need this. The tile buffer is always linear, with
* conversion from/to sRGB happening on tile load/store operations. This
* means that when we enable flushing the only difference is that we convert
* to sRGB on the store after each draw call and we convert from sRGB on the
* load before each draw call, but the blend happens in linear format in the
* tile buffer anyway, which is the same scenario as if we didn't flush.
*/
assert(pipeline->subpass);
if (pipeline->subpass->has_srgb_rt && pipeline->blend.enables) {
assert(cmd_buffer->state.job);
cmd_buffer->state.job->always_flush = true;
perf_debug("flushing draw calls for subpass %d because bound pipeline "
"uses sRGB blending\n", cmd_buffer->state.subpass_idx);
}
cmd_buffer->state.pipeline = pipeline;
cmd_buffer_bind_pipeline_static_state(cmd_buffer, &pipeline->dynamic_state);
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_PIPELINE;
}
static void
bind_compute_pipeline(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_pipeline *pipeline)
{
assert(pipeline && pipeline->active_stages == VK_SHADER_STAGE_COMPUTE_BIT);
if (cmd_buffer->state.pipeline == pipeline)
return;
cmd_buffer->state.pipeline = pipeline;
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_PIPELINE;
}
void
v3dv_CmdBindPipeline(VkCommandBuffer commandBuffer,
VkPipelineBindPoint pipelineBindPoint,
VkPipeline _pipeline)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
V3DV_FROM_HANDLE(v3dv_pipeline, pipeline, _pipeline);
switch (pipelineBindPoint) {
case VK_PIPELINE_BIND_POINT_COMPUTE:
bind_compute_pipeline(cmd_buffer, pipeline);
break;
case VK_PIPELINE_BIND_POINT_GRAPHICS:
bind_graphics_pipeline(cmd_buffer, pipeline);
break;
default:
assert(!"invalid bind point");
break;
}
}
/* FIXME: C&P from radv. tu has similar code. Perhaps common place? */
void
v3dv_viewport_compute_xform(const VkViewport *viewport,
float scale[3],
float translate[3])
{
float x = viewport->x;
float y = viewport->y;
float half_width = 0.5f * viewport->width;
float half_height = 0.5f * viewport->height;
double n = viewport->minDepth;
double f = viewport->maxDepth;
scale[0] = half_width;
translate[0] = half_width + x;
scale[1] = half_height;
translate[1] = half_height + y;
scale[2] = (f - n);
translate[2] = n;
/* It seems that if the scale is small enough the hardware won't clip
* correctly so we work around this my choosing the smallest scale that
* seems to work.
*
* This case is exercised by CTS:
* dEQP-VK.draw.inverted_depth_ranges.nodepthclamp_deltazero
*/
const float min_abs_scale = 0.000009f;
if (fabs(scale[2]) < min_abs_scale)
scale[2] = min_abs_scale * (scale[2] < 0 ? -1.0f : 1.0f);
}
void
v3dv_CmdSetViewport(VkCommandBuffer commandBuffer,
uint32_t firstViewport,
uint32_t viewportCount,
const VkViewport *pViewports)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
const uint32_t total_count = firstViewport + viewportCount;
assert(firstViewport < MAX_VIEWPORTS);
assert(total_count >= 1 && total_count <= MAX_VIEWPORTS);
/* anv allows CmdSetViewPort to change how many viewports are being used,
* while radv not, using the value set on the pipeline creation. spec
* doesn't specify, but radv approach makes more sense, as CmdSetViewport
* is intended to set dynamically a specific viewport, increasing the
* number of viewport used seems like a non-defined collateral
* effect. Would make sense to open a spec issue to clarify. For now, as we
* only support one, it is not really important, but we follow radv
* approach.
*/
if (!memcmp(state->dynamic.viewport.viewports + firstViewport,
pViewports, viewportCount * sizeof(*pViewports))) {
return;
}
memcpy(state->dynamic.viewport.viewports + firstViewport, pViewports,
viewportCount * sizeof(*pViewports));
for (uint32_t i = firstViewport; i < total_count; i++) {
v3dv_viewport_compute_xform(&state->dynamic.viewport.viewports[i],
state->dynamic.viewport.scale[i],
state->dynamic.viewport.translate[i]);
}
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_VIEWPORT;
}
void
v3dv_CmdSetScissor(VkCommandBuffer commandBuffer,
uint32_t firstScissor,
uint32_t scissorCount,
const VkRect2D *pScissors)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
assert(firstScissor < MAX_SCISSORS);
assert(firstScissor + scissorCount >= 1 &&
firstScissor + scissorCount <= MAX_SCISSORS);
/* See note on CmdSetViewport related to anv/radv differences about setting
* total viewports used. Also applies to scissor.
*/
if (!memcmp(state->dynamic.scissor.scissors + firstScissor,
pScissors, scissorCount * sizeof(*pScissors))) {
return;
}
memcpy(state->dynamic.scissor.scissors + firstScissor, pScissors,
scissorCount * sizeof(*pScissors));
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_SCISSOR;
}
static void
emit_scissor(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_dynamic_state *dynamic = &cmd_buffer->state.dynamic;
/* FIXME: right now we only support one viewport. viewporst[0] would work
* now, but would need to change if we allow multiple viewports.
*/
float *vptranslate = dynamic->viewport.translate[0];
float *vpscale = dynamic->viewport.scale[0];
float vp_minx = -fabsf(vpscale[0]) + vptranslate[0];
float vp_maxx = fabsf(vpscale[0]) + vptranslate[0];
float vp_miny = -fabsf(vpscale[1]) + vptranslate[1];
float vp_maxy = fabsf(vpscale[1]) + vptranslate[1];
/* Quoting from v3dx_emit:
* "Clip to the scissor if it's enabled, but still clip to the
* drawable regardless since that controls where the binner
* tries to put things.
*
* Additionally, always clip the rendering to the viewport,
* since the hardware does guardband clipping, meaning
* primitives would rasterize outside of the view volume."
*/
uint32_t minx, miny, maxx, maxy;
/* From the Vulkan spec:
*
* "The application must ensure (using scissor if necessary) that all
* rendering is contained within the render area. The render area must be
* contained within the framebuffer dimensions."
*
* So it is the application's responsibility to ensure this. Still, we can
* help by automatically restricting the scissor rect to the render area.
*/
minx = MAX2(vp_minx, cmd_buffer->state.render_area.offset.x);
miny = MAX2(vp_miny, cmd_buffer->state.render_area.offset.y);
maxx = MIN2(vp_maxx, cmd_buffer->state.render_area.offset.x +
cmd_buffer->state.render_area.extent.width);
maxy = MIN2(vp_maxy, cmd_buffer->state.render_area.offset.y +
cmd_buffer->state.render_area.extent.height);
minx = vp_minx;
miny = vp_miny;
maxx = vp_maxx;
maxy = vp_maxy;
/* Clip against user provided scissor if needed.
*
* FIXME: right now we only allow one scissor. Below would need to be
* updated if we support more
*/
if (dynamic->scissor.count > 0) {
VkRect2D *scissor = &dynamic->scissor.scissors[0];
minx = MAX2(minx, scissor->offset.x);
miny = MAX2(miny, scissor->offset.y);
maxx = MIN2(maxx, scissor->offset.x + scissor->extent.width);
maxy = MIN2(maxy, scissor->offset.y + scissor->extent.height);
}
/* If the scissor is outside the viewport area we end up with
* min{x,y} > max{x,y}.
*/
if (minx > maxx)
maxx = minx;
if (miny > maxy)
maxy = miny;
cmd_buffer->state.clip_window.offset.x = minx;
cmd_buffer->state.clip_window.offset.y = miny;
cmd_buffer->state.clip_window.extent.width = maxx - minx;
cmd_buffer->state.clip_window.extent.height = maxy - miny;
emit_clip_window(cmd_buffer->state.job, &cmd_buffer->state.clip_window);
cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_SCISSOR;
}
static void
emit_viewport(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_dynamic_state *dynamic = &cmd_buffer->state.dynamic;
/* FIXME: right now we only support one viewport. viewporst[0] would work
* now, would need to change if we allow multiple viewports
*/
float *vptranslate = dynamic->viewport.translate[0];
float *vpscale = dynamic->viewport.scale[0];
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
const uint32_t required_cl_size =
cl_packet_length(CLIPPER_XY_SCALING) +
cl_packet_length(CLIPPER_Z_SCALE_AND_OFFSET) +
cl_packet_length(CLIPPER_Z_MIN_MAX_CLIPPING_PLANES) +
cl_packet_length(VIEWPORT_OFFSET);
v3dv_cl_ensure_space_with_branch(&job->bcl, required_cl_size);
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, CLIPPER_XY_SCALING, clip) {
clip.viewport_half_width_in_1_256th_of_pixel = vpscale[0] * 256.0f;
clip.viewport_half_height_in_1_256th_of_pixel = vpscale[1] * 256.0f;
}
cl_emit(&job->bcl, CLIPPER_Z_SCALE_AND_OFFSET, clip) {
clip.viewport_z_offset_zc_to_zs = vptranslate[2];
clip.viewport_z_scale_zc_to_zs = vpscale[2];
}
cl_emit(&job->bcl, CLIPPER_Z_MIN_MAX_CLIPPING_PLANES, clip) {
/* Vulkan's Z NDC is [0..1], unlile OpenGL which is [-1, 1] */
float z1 = vptranslate[2];
float z2 = vptranslate[2] + vpscale[2];
clip.minimum_zw = MIN2(z1, z2);
clip.maximum_zw = MAX2(z1, z2);
}
cl_emit(&job->bcl, VIEWPORT_OFFSET, vp) {
vp.viewport_centre_x_coordinate = vptranslate[0];
vp.viewport_centre_y_coordinate = vptranslate[1];
}
cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_VIEWPORT;
}
static void
emit_stencil(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
struct v3dv_pipeline *pipeline = cmd_buffer->state.pipeline;
struct v3dv_dynamic_state *dynamic_state = &cmd_buffer->state.dynamic;
const uint32_t dynamic_stencil_states = V3DV_DYNAMIC_STENCIL_COMPARE_MASK |
V3DV_DYNAMIC_STENCIL_WRITE_MASK |
V3DV_DYNAMIC_STENCIL_REFERENCE;
v3dv_cl_ensure_space_with_branch(&job->bcl,
2 * cl_packet_length(STENCIL_CFG));
v3dv_return_if_oom(cmd_buffer, NULL);
bool emitted_stencil = false;
for (uint32_t i = 0; i < 2; i++) {
if (pipeline->emit_stencil_cfg[i]) {
if (dynamic_state->mask & dynamic_stencil_states) {
cl_emit_with_prepacked(&job->bcl, STENCIL_CFG,
pipeline->stencil_cfg[i], config) {
if (dynamic_state->mask & V3DV_DYNAMIC_STENCIL_COMPARE_MASK) {
config.stencil_test_mask =
i == 0 ? dynamic_state->stencil_compare_mask.front :
dynamic_state->stencil_compare_mask.back;
}
if (dynamic_state->mask & V3DV_DYNAMIC_STENCIL_WRITE_MASK) {
config.stencil_write_mask =
i == 0 ? dynamic_state->stencil_write_mask.front :
dynamic_state->stencil_write_mask.back;
}
if (dynamic_state->mask & V3DV_DYNAMIC_STENCIL_REFERENCE) {
config.stencil_ref_value =
i == 0 ? dynamic_state->stencil_reference.front :
dynamic_state->stencil_reference.back;
}
}
} else {
cl_emit_prepacked(&job->bcl, &pipeline->stencil_cfg[i]);
}
emitted_stencil = true;
}
}
if (emitted_stencil) {
const uint32_t dynamic_stencil_dirty_flags =
V3DV_CMD_DIRTY_STENCIL_COMPARE_MASK |
V3DV_CMD_DIRTY_STENCIL_WRITE_MASK |
V3DV_CMD_DIRTY_STENCIL_REFERENCE;
cmd_buffer->state.dirty &= ~dynamic_stencil_dirty_flags;
}
}
static void
emit_depth_bias(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_pipeline *pipeline = cmd_buffer->state.pipeline;
assert(pipeline);
if (!pipeline->depth_bias.enabled)
return;
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(DEPTH_OFFSET));
v3dv_return_if_oom(cmd_buffer, NULL);
struct v3dv_dynamic_state *dynamic = &cmd_buffer->state.dynamic;
cl_emit(&job->bcl, DEPTH_OFFSET, bias) {
bias.depth_offset_factor = dynamic->depth_bias.slope_factor;
bias.depth_offset_units = dynamic->depth_bias.constant_factor;
if (pipeline->depth_bias.is_z16)
bias.depth_offset_units *= 256.0f;
}
cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_DEPTH_BIAS;
}
static void
emit_line_width(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(LINE_WIDTH));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, LINE_WIDTH, line) {
line.line_width = cmd_buffer->state.dynamic.line_width;
}
cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_LINE_WIDTH;
}
static void
emit_blend(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
struct v3dv_pipeline *pipeline = cmd_buffer->state.pipeline;
assert(pipeline);
const uint32_t blend_packets_size =
cl_packet_length(BLEND_ENABLES) +
cl_packet_length(BLEND_CONSTANT_COLOR) +
cl_packet_length(BLEND_CFG) * V3D_MAX_DRAW_BUFFERS +
cl_packet_length(COLOR_WRITE_MASKS);
v3dv_cl_ensure_space_with_branch(&job->bcl, blend_packets_size);
v3dv_return_if_oom(cmd_buffer, NULL);
if (cmd_buffer->state.dirty & V3DV_CMD_DIRTY_PIPELINE) {
if (pipeline->blend.enables) {
cl_emit(&job->bcl, BLEND_ENABLES, enables) {
enables.mask = pipeline->blend.enables;
}
}
for (uint32_t i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
if (pipeline->blend.enables & (1 << i))
cl_emit_prepacked(&job->bcl, &pipeline->blend.cfg[i]);
}
cl_emit(&job->bcl, COLOR_WRITE_MASKS, mask) {
mask.mask = pipeline->blend.color_write_masks;
}
}
if (pipeline->blend.needs_color_constants &&
cmd_buffer->state.dirty & V3DV_CMD_DIRTY_BLEND_CONSTANTS) {
struct v3dv_dynamic_state *dynamic = &cmd_buffer->state.dynamic;
cl_emit(&job->bcl, BLEND_CONSTANT_COLOR, color) {
color.red_f16 = _mesa_float_to_half(dynamic->blend_constants[0]);
color.green_f16 = _mesa_float_to_half(dynamic->blend_constants[1]);
color.blue_f16 = _mesa_float_to_half(dynamic->blend_constants[2]);
color.alpha_f16 = _mesa_float_to_half(dynamic->blend_constants[3]);
}
cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_BLEND_CONSTANTS;
}
}
static void
emit_flat_shade_flags(struct v3dv_job *job,
int varying_offset,
uint32_t varyings,
enum V3DX(Varying_Flags_Action) lower,
enum V3DX(Varying_Flags_Action) higher)
{
v3dv_cl_ensure_space_with_branch(&job->bcl,
cl_packet_length(FLAT_SHADE_FLAGS));
v3dv_return_if_oom(NULL, job);
cl_emit(&job->bcl, FLAT_SHADE_FLAGS, flags) {
flags.varying_offset_v0 = varying_offset;
flags.flat_shade_flags_for_varyings_v024 = varyings;
flags.action_for_flat_shade_flags_of_lower_numbered_varyings = lower;
flags.action_for_flat_shade_flags_of_higher_numbered_varyings = higher;
}
}
static void
emit_noperspective_flags(struct v3dv_job *job,
int varying_offset,
uint32_t varyings,
enum V3DX(Varying_Flags_Action) lower,
enum V3DX(Varying_Flags_Action) higher)
{
v3dv_cl_ensure_space_with_branch(&job->bcl,
cl_packet_length(NON_PERSPECTIVE_FLAGS));
v3dv_return_if_oom(NULL, job);
cl_emit(&job->bcl, NON_PERSPECTIVE_FLAGS, flags) {
flags.varying_offset_v0 = varying_offset;
flags.non_perspective_flags_for_varyings_v024 = varyings;
flags.action_for_non_perspective_flags_of_lower_numbered_varyings = lower;
flags.action_for_non_perspective_flags_of_higher_numbered_varyings = higher;
}
}
static void
emit_centroid_flags(struct v3dv_job *job,
int varying_offset,
uint32_t varyings,
enum V3DX(Varying_Flags_Action) lower,
enum V3DX(Varying_Flags_Action) higher)
{
v3dv_cl_ensure_space_with_branch(&job->bcl,
cl_packet_length(CENTROID_FLAGS));
v3dv_return_if_oom(NULL, job);
cl_emit(&job->bcl, CENTROID_FLAGS, flags) {
flags.varying_offset_v0 = varying_offset;
flags.centroid_flags_for_varyings_v024 = varyings;
flags.action_for_centroid_flags_of_lower_numbered_varyings = lower;
flags.action_for_centroid_flags_of_higher_numbered_varyings = higher;
}
}
static bool
emit_varying_flags(struct v3dv_job *job,
uint32_t num_flags,
const uint32_t *flags,
void (*flag_emit_callback)(struct v3dv_job *job,
int varying_offset,
uint32_t flags,
enum V3DX(Varying_Flags_Action) lower,
enum V3DX(Varying_Flags_Action) higher))
{
bool emitted_any = false;
for (int i = 0; i < num_flags; i++) {
if (!flags[i])
continue;
if (emitted_any) {
flag_emit_callback(job, i, flags[i],
V3D_VARYING_FLAGS_ACTION_UNCHANGED,
V3D_VARYING_FLAGS_ACTION_UNCHANGED);
} else if (i == 0) {
flag_emit_callback(job, i, flags[i],
V3D_VARYING_FLAGS_ACTION_UNCHANGED,
V3D_VARYING_FLAGS_ACTION_ZEROED);
} else {
flag_emit_callback(job, i, flags[i],
V3D_VARYING_FLAGS_ACTION_ZEROED,
V3D_VARYING_FLAGS_ACTION_ZEROED);
}
emitted_any = true;
}
return emitted_any;
}
static void
emit_varyings_state(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
struct v3dv_pipeline *pipeline = cmd_buffer->state.pipeline;
struct v3d_fs_prog_data *prog_data_fs =
pipeline->fs->current_variant->prog_data.fs;
const uint32_t num_flags =
ARRAY_SIZE(prog_data_fs->flat_shade_flags);
const uint32_t *flat_shade_flags = prog_data_fs->flat_shade_flags;
const uint32_t *noperspective_flags = prog_data_fs->noperspective_flags;
const uint32_t *centroid_flags = prog_data_fs->centroid_flags;
if (!emit_varying_flags(job, num_flags, flat_shade_flags,
emit_flat_shade_flags)) {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(ZERO_ALL_FLAT_SHADE_FLAGS));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, ZERO_ALL_FLAT_SHADE_FLAGS, flags);
}
if (!emit_varying_flags(job, num_flags, noperspective_flags,
emit_noperspective_flags)) {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(ZERO_ALL_NON_PERSPECTIVE_FLAGS));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, ZERO_ALL_NON_PERSPECTIVE_FLAGS, flags);
}
if (!emit_varying_flags(job, num_flags, centroid_flags,
emit_centroid_flags)) {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(ZERO_ALL_CENTROID_FLAGS));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, ZERO_ALL_CENTROID_FLAGS, flags);
}
}
static void
emit_configuration_bits(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
struct v3dv_pipeline *pipeline = cmd_buffer->state.pipeline;
assert(pipeline);
job_update_ez_state(job, pipeline, &cmd_buffer->state);
v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(CFG_BITS));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit_with_prepacked(&job->bcl, CFG_BITS, pipeline->cfg_bits, config) {
config.early_z_updates_enable = job->ez_state != VC5_EZ_DISABLED;
config.early_z_enable = config.early_z_updates_enable;
}
}
static void
emit_gl_shader_state(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
struct v3dv_pipeline *pipeline = state->pipeline;
assert(pipeline);
/* Upload the uniforms to the indirect CL first */
struct v3dv_cl_reloc fs_uniforms =
v3dv_write_uniforms(cmd_buffer, pipeline->fs);
struct v3dv_cl_reloc vs_uniforms =
v3dv_write_uniforms(cmd_buffer, pipeline->vs);
struct v3dv_cl_reloc vs_bin_uniforms =
v3dv_write_uniforms(cmd_buffer, pipeline->vs_bin);
/* Update the cache dirty flag based on the shader progs data */
job->tmu_dirty_rcl |= pipeline->vs_bin->current_variant->prog_data.vs->base.tmu_dirty_rcl;
job->tmu_dirty_rcl |= pipeline->vs->current_variant->prog_data.vs->base.tmu_dirty_rcl;
job->tmu_dirty_rcl |= pipeline->fs->current_variant->prog_data.fs->base.tmu_dirty_rcl;
/* See GFXH-930 workaround below */
uint32_t num_elements_to_emit = MAX2(pipeline->va_count, 1);
uint32_t shader_rec_offset =
v3dv_cl_ensure_space(&job->indirect,
cl_packet_length(GL_SHADER_STATE_RECORD) +
num_elements_to_emit *
cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
32);
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit_with_prepacked(&job->indirect, GL_SHADER_STATE_RECORD,
pipeline->shader_state_record, shader) {
/* FIXME: we are setting this values here and during the
* prepacking. This is because both cl_emit_with_prepacked and v3dv_pack
* asserts for minimum values of these. It would be good to get
* v3dv_pack to assert on the final value if possible
*/
shader.min_coord_shader_input_segments_required_in_play =
pipeline->vpm_cfg_bin.As;
shader.min_vertex_shader_input_segments_required_in_play =
pipeline->vpm_cfg.As;
shader.coordinate_shader_code_address =
v3dv_cl_address(pipeline->vs_bin->current_variant->assembly_bo, 0);
shader.vertex_shader_code_address =
v3dv_cl_address(pipeline->vs->current_variant->assembly_bo, 0);
shader.fragment_shader_code_address =
v3dv_cl_address(pipeline->fs->current_variant->assembly_bo, 0);
shader.coordinate_shader_uniforms_address = vs_bin_uniforms;
shader.vertex_shader_uniforms_address = vs_uniforms;
shader.fragment_shader_uniforms_address = fs_uniforms;
shader.address_of_default_attribute_values =
v3dv_cl_address(pipeline->default_attribute_values, 0);
}
/* Upload vertex element attributes (SHADER_STATE_ATTRIBUTE_RECORD) */
bool cs_loaded_any = false;
const uint32_t packet_length =
cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD);
for (uint32_t i = 0; i < pipeline->va_count; i++) {
uint32_t binding = pipeline->va[i].binding;
uint32_t location = pipeline->va[i].driver_location;
struct v3dv_vertex_binding *c_vb = &cmd_buffer->state.vertex_bindings[binding];
struct v3d_vs_prog_data *prog_data_vs =
pipeline->vs->current_variant->prog_data.vs;
struct v3d_vs_prog_data *prog_data_vs_bin =
pipeline->vs_bin->current_variant->prog_data.vs;
cl_emit_with_prepacked(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD,
&pipeline->vertex_attrs[i * packet_length], attr) {
assert(c_vb->buffer->mem->bo);
attr.address = v3dv_cl_address(c_vb->buffer->mem->bo,
c_vb->buffer->mem_offset +
pipeline->va[i].offset +
c_vb->offset);
attr.number_of_values_read_by_coordinate_shader =
prog_data_vs_bin->vattr_sizes[location];
attr.number_of_values_read_by_vertex_shader =
prog_data_vs->vattr_sizes[location];
/* GFXH-930: At least one attribute must be enabled and read by CS
* and VS. If we have attributes being consumed by the VS but not
* the CS, then set up a dummy load of the last attribute into the
* CS's VPM inputs. (Since CS is just dead-code-elimination compared
* to VS, we can't have CS loading but not VS).
*/
if (prog_data_vs->vattr_sizes[location])
cs_loaded_any = true;
if (binding == pipeline->va_count - 1 && !cs_loaded_any) {
attr.number_of_values_read_by_coordinate_shader = 1;
}
attr.maximum_index = 0xffffff;
}
}
if (pipeline->va_count == 0) {
/* GFXH-930: At least one attribute must be enabled and read
* by CS and VS. If we have no attributes being consumed by
* the shader, set up a dummy to be loaded into the VPM.
*/
cl_emit(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
/* Valid address of data whose value will be unused. */
attr.address = v3dv_cl_address(job->indirect.bo, 0);
attr.type = ATTRIBUTE_FLOAT;
attr.stride = 0;
attr.vec_size = 1;
attr.number_of_values_read_by_coordinate_shader = 1;
attr.number_of_values_read_by_vertex_shader = 1;
}
}
if (cmd_buffer->state.dirty & V3DV_CMD_DIRTY_PIPELINE) {
v3dv_cl_ensure_space_with_branch(&job->bcl,
sizeof(pipeline->vcm_cache_size));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit_prepacked(&job->bcl, &pipeline->vcm_cache_size);
}
v3dv_cl_ensure_space_with_branch(&job->bcl,
cl_packet_length(GL_SHADER_STATE));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, GL_SHADER_STATE, state) {
state.address = v3dv_cl_address(job->indirect.bo,
shader_rec_offset);
state.number_of_attribute_arrays = num_elements_to_emit;
}
cmd_buffer->state.dirty &= ~(V3DV_CMD_DIRTY_VERTEX_BUFFER |
V3DV_CMD_DIRTY_DESCRIPTOR_SETS |
V3DV_CMD_DIRTY_PUSH_CONSTANTS);
}
static void
emit_occlusion_query(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
v3dv_cl_ensure_space_with_branch(&job->bcl,
cl_packet_length(OCCLUSION_QUERY_COUNTER));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter) {
if (cmd_buffer->state.query.active_query) {
counter.address =
v3dv_cl_address(cmd_buffer->state.query.active_query, 0);
}
}
cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_OCCLUSION_QUERY;
}
/* This stores command buffer state that we might be about to stomp for
* a meta operation.
*/
void
v3dv_cmd_buffer_meta_state_push(struct v3dv_cmd_buffer *cmd_buffer,
bool push_descriptor_state)
{
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
if (state->subpass_idx != -1) {
state->meta.subpass_idx = state->subpass_idx;
state->meta.framebuffer = v3dv_framebuffer_to_handle(state->framebuffer);
state->meta.pass = v3dv_render_pass_to_handle(state->pass);
const uint32_t attachment_state_item_size =
sizeof(struct v3dv_cmd_buffer_attachment_state);
const uint32_t attachment_state_total_size =
attachment_state_item_size * state->attachment_alloc_count;
if (state->meta.attachment_alloc_count < state->attachment_alloc_count) {
if (state->meta.attachment_alloc_count > 0)
vk_free(&cmd_buffer->device->alloc, state->meta.attachments);
state->meta.attachments = vk_zalloc(&cmd_buffer->device->alloc,
attachment_state_total_size, 8,
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND);
if (!state->meta.attachments) {
v3dv_flag_oom(cmd_buffer, NULL);
return;
}
state->meta.attachment_alloc_count = state->attachment_alloc_count;
}
state->meta.attachment_count = state->attachment_alloc_count;
memcpy(state->meta.attachments, state->attachments,
attachment_state_total_size);
state->meta.tile_aligned_render_area = state->tile_aligned_render_area;
memcpy(&state->meta.render_area, &state->render_area, sizeof(VkRect2D));
}
state->meta.pipeline = v3dv_pipeline_to_handle(state->pipeline);
if (state->meta.pipeline) {
memcpy(&state->meta.dynamic, &state->dynamic, sizeof(state->dynamic));
}
/* We expect that meta operations are graphics-only and won't alter
* compute state.
*/
struct v3dv_descriptor_state *gfx_descriptor_state =
&state->descriptor_state[VK_PIPELINE_BIND_POINT_GRAPHICS];
if (push_descriptor_state && gfx_descriptor_state->valid != 0) {
memcpy(&state->meta.descriptor_state, gfx_descriptor_state,
sizeof(state->descriptor_state));
}
/* FIXME: if we keep track of wether we have bound any push constant state
* at all we could restruct this only to cases where it is actually
* necessary.
*/
memcpy(state->meta.push_constants, cmd_buffer->push_constants_data,
sizeof(state->meta.push_constants));
}
/* This restores command buffer state after a meta operation
*/
void
v3dv_cmd_buffer_meta_state_pop(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t dirty_dynamic_state)
{
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
if (state->meta.subpass_idx != -1) {
state->pass = v3dv_render_pass_from_handle(state->meta.pass);
state->framebuffer = v3dv_framebuffer_from_handle(state->meta.framebuffer);
assert(state->meta.attachment_count <= state->attachment_alloc_count);
const uint32_t attachment_state_item_size =
sizeof(struct v3dv_cmd_buffer_attachment_state);
const uint32_t attachment_state_total_size =
attachment_state_item_size * state->meta.attachment_count;
memcpy(state->attachments, state->meta.attachments,
attachment_state_total_size);
state->tile_aligned_render_area = state->meta.tile_aligned_render_area;
memcpy(&state->render_area, &state->meta.render_area, sizeof(VkRect2D));
v3dv_cmd_buffer_subpass_resume(cmd_buffer, state->meta.subpass_idx);
} else {
state->subpass_idx = -1;
}
if (state->meta.pipeline != VK_NULL_HANDLE) {
struct v3dv_pipeline *pipeline =
v3dv_pipeline_from_handle(state->meta.pipeline);
VkPipelineBindPoint pipeline_binding =
v3dv_pipeline_get_binding_point(pipeline);
v3dv_CmdBindPipeline(v3dv_cmd_buffer_to_handle(cmd_buffer),
pipeline_binding,
state->meta.pipeline);
if (pipeline_binding == VK_PIPELINE_BIND_POINT_GRAPHICS) {
memcpy(&state->dynamic, &state->meta.dynamic, sizeof(state->dynamic));
state->dirty |= dirty_dynamic_state;
}
} else {
state->pipeline = VK_NULL_HANDLE;
}
if (state->meta.descriptor_state.valid != 0) {
memcpy(&state->descriptor_state[VK_PIPELINE_BIND_POINT_GRAPHICS],
&state->meta.descriptor_state,
sizeof(state->descriptor_state));
} else {
state->descriptor_state[VK_PIPELINE_BIND_POINT_GRAPHICS].valid = 0;
}
memcpy(cmd_buffer->push_constants_data, state->meta.push_constants,
sizeof(state->meta.push_constants));
state->meta.pipeline = VK_NULL_HANDLE;
state->meta.framebuffer = VK_NULL_HANDLE;
state->meta.pass = VK_NULL_HANDLE;
state->meta.subpass_idx = -1;
state->meta.descriptor_state.valid = 0;
}
/* FIXME: C&P from v3dx_draw. Refactor to common place? */
static uint32_t
v3d_hw_prim_type(enum pipe_prim_type prim_type)
{
switch (prim_type) {
case PIPE_PRIM_POINTS:
case PIPE_PRIM_LINES:
case PIPE_PRIM_LINE_LOOP:
case PIPE_PRIM_LINE_STRIP:
case PIPE_PRIM_TRIANGLES:
case PIPE_PRIM_TRIANGLE_STRIP:
case PIPE_PRIM_TRIANGLE_FAN:
return prim_type;
case PIPE_PRIM_LINES_ADJACENCY:
case PIPE_PRIM_LINE_STRIP_ADJACENCY:
case PIPE_PRIM_TRIANGLES_ADJACENCY:
case PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY:
return 8 + (prim_type - PIPE_PRIM_LINES_ADJACENCY);
default:
unreachable("Unsupported primitive type");
}
}
struct v3dv_draw_info {
uint32_t vertex_count;
uint32_t instance_count;
uint32_t first_vertex;
uint32_t first_instance;
};
static void
cmd_buffer_emit_draw(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_draw_info *info)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
struct v3dv_pipeline *pipeline = state->pipeline;
assert(pipeline);
uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->vs->topology);
if (info->first_instance > 0) {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(BASE_VERTEX_BASE_INSTANCE));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) {
base.base_instance = info->first_instance;
base.base_vertex = 0;
}
}
if (info->instance_count > 1) {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(VERTEX_ARRAY_INSTANCED_PRIMS));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
prim.mode = hw_prim_type;
prim.index_of_first_vertex = info->first_vertex;
prim.number_of_instances = info->instance_count;
prim.instance_length = info->vertex_count;
}
} else {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(VERTEX_ARRAY_PRIMS));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) {
prim.mode = hw_prim_type;
prim.length = info->vertex_count;
prim.index_of_first_vertex = info->first_vertex;
}
}
}
static struct v3dv_job *
cmd_buffer_pre_draw_split_job(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
/* If the job has been flagged with 'always_flush' and it has already
* recorded any draw calls then we need to start a new job for it.
*/
if (job->always_flush && job->draw_count > 0) {
assert(cmd_buffer->state.pass);
/* First, flag the current job as not being the last in the
* current subpass
*/
job->is_subpass_finish = false;
/* Now start a new job in the same subpass and flag it as continuing
* the current subpass.
*/
job = v3dv_cmd_buffer_subpass_resume(cmd_buffer,
cmd_buffer->state.subpass_idx);
assert(job->draw_count == 0);
/* Inherit the 'always flush' behavior */
job->always_flush = true;
}
assert(job->draw_count == 0 || !job->always_flush);
return job;
}
static void
cmd_buffer_emit_pre_draw(struct v3dv_cmd_buffer *cmd_buffer)
{
assert(cmd_buffer->state.pipeline);
assert(!(cmd_buffer->state.pipeline->active_stages & VK_SHADER_STAGE_COMPUTE_BIT));
/* If the job is configured to flush on every draw call we need to create
* a new job now.
*/
struct v3dv_job *job = cmd_buffer_pre_draw_split_job(cmd_buffer);
job->draw_count++;
/* We may need to compile shader variants based on bound textures */
uint32_t *dirty = &cmd_buffer->state.dirty;
if (*dirty & (V3DV_CMD_DIRTY_PIPELINE |
V3DV_CMD_DIRTY_DESCRIPTOR_SETS)) {
update_pipeline_variants(cmd_buffer);
}
/* GL shader state binds shaders, uniform and vertex attribute state. The
* compiler injects uniforms to handle some descriptor types (such as
* textures), so we need to regen that when descriptor state changes.
*/
if (*dirty & (V3DV_CMD_DIRTY_PIPELINE |
V3DV_CMD_DIRTY_VERTEX_BUFFER |
V3DV_CMD_DIRTY_DESCRIPTOR_SETS |
V3DV_CMD_DIRTY_PUSH_CONSTANTS)) {
emit_gl_shader_state(cmd_buffer);
}
if (*dirty & (V3DV_CMD_DIRTY_PIPELINE)) {
emit_configuration_bits(cmd_buffer);
emit_varyings_state(cmd_buffer);
}
if (*dirty & (V3DV_CMD_DIRTY_VIEWPORT | V3DV_CMD_DIRTY_SCISSOR)) {
assert(cmd_buffer->state.dynamic.scissor.count > 0 ||
cmd_buffer->state.dynamic.viewport.count > 0);
emit_scissor(cmd_buffer);
}
if (*dirty & V3DV_CMD_DIRTY_VIEWPORT) {
emit_viewport(cmd_buffer);
}
const uint32_t dynamic_stencil_dirty_flags =
V3DV_CMD_DIRTY_STENCIL_COMPARE_MASK |
V3DV_CMD_DIRTY_STENCIL_WRITE_MASK |
V3DV_CMD_DIRTY_STENCIL_REFERENCE;
if (*dirty & (V3DV_CMD_DIRTY_PIPELINE | dynamic_stencil_dirty_flags))
emit_stencil(cmd_buffer);
if (*dirty & (V3DV_CMD_DIRTY_PIPELINE | V3DV_CMD_DIRTY_DEPTH_BIAS))
emit_depth_bias(cmd_buffer);
if (*dirty & (V3DV_CMD_DIRTY_PIPELINE | V3DV_CMD_DIRTY_BLEND_CONSTANTS))
emit_blend(cmd_buffer);
if (*dirty & V3DV_CMD_DIRTY_OCCLUSION_QUERY)
emit_occlusion_query(cmd_buffer);
if (*dirty & V3DV_CMD_DIRTY_LINE_WIDTH)
emit_line_width(cmd_buffer);
cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_PIPELINE;
}
static void
cmd_buffer_draw(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_draw_info *info)
{
cmd_buffer_emit_pre_draw(cmd_buffer);
cmd_buffer_emit_draw(cmd_buffer, info);
}
void
v3dv_CmdDraw(VkCommandBuffer commandBuffer,
uint32_t vertexCount,
uint32_t instanceCount,
uint32_t firstVertex,
uint32_t firstInstance)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
struct v3dv_draw_info info = {};
info.vertex_count = vertexCount;
info.instance_count = instanceCount;
info.first_instance = firstInstance;
info.first_vertex = firstVertex;
cmd_buffer_draw(cmd_buffer, &info);
}
void
v3dv_CmdDrawIndexed(VkCommandBuffer commandBuffer,
uint32_t indexCount,
uint32_t instanceCount,
uint32_t firstIndex,
int32_t vertexOffset,
uint32_t firstInstance)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
cmd_buffer_emit_pre_draw(cmd_buffer);
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
const struct v3dv_pipeline *pipeline = cmd_buffer->state.pipeline;
uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->vs->topology);
uint8_t index_type = ffs(cmd_buffer->state.index_buffer.index_size) - 1;
uint32_t index_offset = firstIndex * cmd_buffer->state.index_buffer.index_size;
if (vertexOffset != 0 || firstInstance != 0) {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(BASE_VERTEX_BASE_INSTANCE));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) {
base.base_instance = firstInstance;
base.base_vertex = vertexOffset;
}
}
if (instanceCount == 1) {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(INDEXED_PRIM_LIST));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, INDEXED_PRIM_LIST, prim) {
prim.index_type = index_type;
prim.length = indexCount;
prim.index_offset = index_offset;
prim.mode = hw_prim_type;
prim.enable_primitive_restarts = pipeline->primitive_restart;
}
} else if (instanceCount > 1) {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(INDEXED_INSTANCED_PRIM_LIST));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, INDEXED_INSTANCED_PRIM_LIST, prim) {
prim.index_type = index_type;
prim.index_offset = index_offset;
prim.mode = hw_prim_type;
prim.enable_primitive_restarts = pipeline->primitive_restart;
prim.number_of_instances = instanceCount;
prim.instance_length = indexCount;
}
}
}
void
v3dv_CmdDrawIndirect(VkCommandBuffer commandBuffer,
VkBuffer _buffer,
VkDeviceSize offset,
uint32_t drawCount,
uint32_t stride)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
V3DV_FROM_HANDLE(v3dv_buffer, buffer, _buffer);
/* drawCount is the number of draws to execute, and can be zero. */
if (drawCount == 0)
return;
cmd_buffer_emit_pre_draw(cmd_buffer);
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
const struct v3dv_pipeline *pipeline = cmd_buffer->state.pipeline;
uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->vs->topology);
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
prim.mode = hw_prim_type;
prim.number_of_draw_indirect_array_records = drawCount;
prim.stride_in_multiples_of_4_bytes = stride >> 2;
prim.address = v3dv_cl_address(buffer->mem->bo,
buffer->mem_offset + offset);
}
}
void
v3dv_CmdDrawIndexedIndirect(VkCommandBuffer commandBuffer,
VkBuffer _buffer,
VkDeviceSize offset,
uint32_t drawCount,
uint32_t stride)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
V3DV_FROM_HANDLE(v3dv_buffer, buffer, _buffer);
/* drawCount is the number of draws to execute, and can be zero. */
if (drawCount == 0)
return;
cmd_buffer_emit_pre_draw(cmd_buffer);
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
const struct v3dv_pipeline *pipeline = cmd_buffer->state.pipeline;
uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->vs->topology);
uint8_t index_type = ffs(cmd_buffer->state.index_buffer.index_size) - 1;
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(INDIRECT_INDEXED_INSTANCED_PRIM_LIST));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, INDIRECT_INDEXED_INSTANCED_PRIM_LIST, prim) {
prim.index_type = index_type;
prim.mode = hw_prim_type;
prim.enable_primitive_restarts = pipeline->primitive_restart;
prim.number_of_draw_indirect_indexed_records = drawCount;
prim.stride_in_multiples_of_4_bytes = stride >> 2;
prim.address = v3dv_cl_address(buffer->mem->bo,
buffer->mem_offset + offset);
}
}
void
v3dv_CmdPipelineBarrier(VkCommandBuffer commandBuffer,
VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask,
VkDependencyFlags dependencyFlags,
uint32_t memoryBarrierCount,
const VkMemoryBarrier *pMemoryBarriers,
uint32_t bufferMemoryBarrierCount,
const VkBufferMemoryBarrier *pBufferMemoryBarriers,
uint32_t imageMemoryBarrierCount,
const VkImageMemoryBarrier *pImageMemoryBarriers)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
struct v3dv_job *job = cmd_buffer->state.job;
if (!job)
return;
v3dv_cmd_buffer_finish_job(cmd_buffer);
}
void
v3dv_CmdBindVertexBuffers(VkCommandBuffer commandBuffer,
uint32_t firstBinding,
uint32_t bindingCount,
const VkBuffer *pBuffers,
const VkDeviceSize *pOffsets)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
struct v3dv_vertex_binding *vb = cmd_buffer->state.vertex_bindings;
/* We have to defer setting up vertex buffer since we need the buffer
* stride from the pipeline.
*/
assert(firstBinding + bindingCount <= MAX_VBS);
bool vb_state_changed = false;
for (uint32_t i = 0; i < bindingCount; i++) {
if (vb[firstBinding + i].buffer != v3dv_buffer_from_handle(pBuffers[i])) {
vb[firstBinding + i].buffer = v3dv_buffer_from_handle(pBuffers[i]);
vb_state_changed = true;
}
if (vb[firstBinding + i].offset != pOffsets[i]) {
vb[firstBinding + i].offset = pOffsets[i];
vb_state_changed = true;
}
}
if (vb_state_changed)
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_VERTEX_BUFFER;
}
static uint32_t
get_index_size(VkIndexType index_type)
{
switch (index_type) {
case VK_INDEX_TYPE_UINT16:
return 2;
break;
case VK_INDEX_TYPE_UINT32:
return 4;
break;
default:
unreachable("Unsupported index type");
}
}
void
v3dv_CmdBindIndexBuffer(VkCommandBuffer commandBuffer,
VkBuffer buffer,
VkDeviceSize offset,
VkIndexType indexType)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
V3DV_FROM_HANDLE(v3dv_buffer, ibuffer, buffer);
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(INDEX_BUFFER_SETUP));
v3dv_return_if_oom(cmd_buffer, NULL);
const uint32_t index_size = get_index_size(indexType);
if (buffer == cmd_buffer->state.index_buffer.buffer &&
offset == cmd_buffer->state.index_buffer.offset &&
index_size == cmd_buffer->state.index_buffer.index_size) {
return;
}
cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) {
ib.address = v3dv_cl_address(ibuffer->mem->bo,
ibuffer->mem_offset + offset);
ib.size = ibuffer->mem->bo->size;
}
cmd_buffer->state.index_buffer.buffer = buffer;
cmd_buffer->state.index_buffer.offset = offset;
cmd_buffer->state.index_buffer.index_size = index_size;
}
void
v3dv_CmdSetStencilCompareMask(VkCommandBuffer commandBuffer,
VkStencilFaceFlags faceMask,
uint32_t compareMask)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
if (faceMask & VK_STENCIL_FACE_FRONT_BIT)
cmd_buffer->state.dynamic.stencil_compare_mask.front = compareMask & 0xff;
if (faceMask & VK_STENCIL_FACE_BACK_BIT)
cmd_buffer->state.dynamic.stencil_compare_mask.back = compareMask & 0xff;
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_STENCIL_COMPARE_MASK;
}
void
v3dv_CmdSetStencilWriteMask(VkCommandBuffer commandBuffer,
VkStencilFaceFlags faceMask,
uint32_t writeMask)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
if (faceMask & VK_STENCIL_FACE_FRONT_BIT)
cmd_buffer->state.dynamic.stencil_write_mask.front = writeMask & 0xff;
if (faceMask & VK_STENCIL_FACE_BACK_BIT)
cmd_buffer->state.dynamic.stencil_write_mask.back = writeMask & 0xff;
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_STENCIL_WRITE_MASK;
}
void
v3dv_CmdSetStencilReference(VkCommandBuffer commandBuffer,
VkStencilFaceFlags faceMask,
uint32_t reference)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
if (faceMask & VK_STENCIL_FACE_FRONT_BIT)
cmd_buffer->state.dynamic.stencil_reference.front = reference & 0xff;
if (faceMask & VK_STENCIL_FACE_BACK_BIT)
cmd_buffer->state.dynamic.stencil_reference.back = reference & 0xff;
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_STENCIL_REFERENCE;
}
void
v3dv_CmdSetDepthBias(VkCommandBuffer commandBuffer,
float depthBiasConstantFactor,
float depthBiasClamp,
float depthBiasSlopeFactor)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
cmd_buffer->state.dynamic.depth_bias.constant_factor = depthBiasConstantFactor;
cmd_buffer->state.dynamic.depth_bias.slope_factor = depthBiasSlopeFactor;
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_DEPTH_BIAS;
}
void
v3dv_CmdSetDepthBounds(VkCommandBuffer commandBuffer,
float minDepthBounds,
float maxDepthBounds)
{
/* We do not support depth bounds testing so we just ingore this. We are
* already asserting that pipelines don't enable the feature anyway.
*/
}
void
v3dv_CmdSetLineWidth(VkCommandBuffer commandBuffer,
float lineWidth)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
cmd_buffer->state.dynamic.line_width = lineWidth;
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_LINE_WIDTH;
}
void
v3dv_CmdBindDescriptorSets(VkCommandBuffer commandBuffer,
VkPipelineBindPoint pipelineBindPoint,
VkPipelineLayout _layout,
uint32_t firstSet,
uint32_t descriptorSetCount,
const VkDescriptorSet *pDescriptorSets,
uint32_t dynamicOffsetCount,
const uint32_t *pDynamicOffsets)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
V3DV_FROM_HANDLE(v3dv_pipeline_layout, layout, _layout);
uint32_t dyn_index = 0;
assert(firstSet + descriptorSetCount <= MAX_SETS);
struct v3dv_descriptor_state *descriptor_state =
&cmd_buffer->state.descriptor_state[pipelineBindPoint];
bool descriptor_state_changed = false;
for (uint32_t i = 0; i < descriptorSetCount; i++) {
V3DV_FROM_HANDLE(v3dv_descriptor_set, set, pDescriptorSets[i]);
uint32_t index = firstSet + i;
if (descriptor_state->descriptor_sets[index] != set) {
descriptor_state->descriptor_sets[index] = set;
descriptor_state_changed = true;
}
if (!(descriptor_state->valid & (1u << index))) {
descriptor_state->valid |= (1u << index);
descriptor_state_changed = true;
}
for (uint32_t j = 0; j < set->layout->dynamic_offset_count; j++, dyn_index++) {
uint32_t idx = j + layout->set[i + firstSet].dynamic_offset_start;
if (descriptor_state->dynamic_offsets[idx] != pDynamicOffsets[dyn_index]) {
descriptor_state->dynamic_offsets[idx] = pDynamicOffsets[dyn_index];
descriptor_state_changed = true;
}
}
}
if (descriptor_state_changed) {
if (pipelineBindPoint == VK_PIPELINE_BIND_POINT_GRAPHICS)
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_DESCRIPTOR_SETS;
else
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_COMPUTE_DESCRIPTOR_SETS;
}
}
void
v3dv_CmdPushConstants(VkCommandBuffer commandBuffer,
VkPipelineLayout layout,
VkShaderStageFlags stageFlags,
uint32_t offset,
uint32_t size,
const void *pValues)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
if (!memcmp(cmd_buffer->push_constants_data + offset, pValues, size))
return;
memcpy((void*) cmd_buffer->push_constants_data + offset, pValues, size);
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_PUSH_CONSTANTS;
}
void
v3dv_CmdSetBlendConstants(VkCommandBuffer commandBuffer,
const float blendConstants[4])
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
if (!memcmp(state->dynamic.blend_constants, blendConstants,
sizeof(state->dynamic.blend_constants))) {
return;
}
memcpy(state->dynamic.blend_constants, blendConstants,
sizeof(state->dynamic.blend_constants));
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_BLEND_CONSTANTS;
}
void
v3dv_cmd_buffer_reset_queries(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_query_pool *pool,
uint32_t first,
uint32_t count)
{
/* Resets can only happen outside a render pass instance so we should not
* be in the middle of job recording.
*/
assert(cmd_buffer->state.pass == NULL);
assert(cmd_buffer->state.job == NULL);
assert(first < pool->query_count);
assert(first + count <= pool->query_count);
struct v3dv_job *job =
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
v3dv_cmd_buffer_create_cpu_job(cmd_buffer->device,
V3DV_JOB_TYPE_CPU_RESET_QUERIES,
cmd_buffer, -1);
v3dv_return_if_oom(cmd_buffer, NULL);
job->cpu.query_reset.pool = pool;
job->cpu.query_reset.first = first;
job->cpu.query_reset.count = count;
list_addtail(&job->list_link, &cmd_buffer->jobs);
}
static void
ensure_array_state(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t slot_size,
uint32_t used_count,
uint32_t *alloc_count,
void **ptr)
{
if (used_count >= *alloc_count) {
const uint32_t prev_slot_count = *alloc_count;
void *old_buffer = *ptr;
const uint32_t new_slot_count = MAX2(*alloc_count * 2, 4);
const uint32_t bytes = new_slot_count * slot_size;
*ptr = vk_alloc(&cmd_buffer->device->alloc, bytes, 8,
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND);
if (*ptr == NULL) {
fprintf(stderr, "Error: failed to allocate CPU buffer for query.\n");
v3dv_flag_oom(cmd_buffer, NULL);
return;
}
memcpy(*ptr, old_buffer, prev_slot_count * slot_size);
*alloc_count = new_slot_count;
}
assert(used_count < *alloc_count);
}
void
v3dv_cmd_buffer_begin_query(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_query_pool *pool,
uint32_t query,
VkQueryControlFlags flags)
{
/* FIXME: we only support one active query for now */
assert(cmd_buffer->state.query.active_query == NULL);
assert(query < pool->query_count);
cmd_buffer->state.query.active_query = pool->queries[query].bo;
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_OCCLUSION_QUERY;
}
void
v3dv_cmd_buffer_end_query(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_query_pool *pool,
uint32_t query)
{
assert(query < pool->query_count);
assert(cmd_buffer->state.query.active_query != NULL);
if (cmd_buffer->state.pass) {
/* Queue the EndQuery in the command buffer state, we will create a CPU
* job to flag all of these queries as possibly available right after the
* render pass job in which they have been recorded.
*/
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
ensure_array_state(cmd_buffer,
sizeof(struct v3dv_end_query_cpu_job_info),
state->query.end.used_count,
&state->query.end.alloc_count,
(void **) &state->query.end.states);
v3dv_return_if_oom(cmd_buffer, NULL);
struct v3dv_end_query_cpu_job_info *info =
&state->query.end.states[state->query.end.used_count++];
info->pool = pool;
info->query = query;
} else {
/* Otherwise, schedule the CPU job immediately */
struct v3dv_job *job =
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
v3dv_cmd_buffer_create_cpu_job(cmd_buffer->device,
V3DV_JOB_TYPE_CPU_END_QUERY,
cmd_buffer, -1);
v3dv_return_if_oom(cmd_buffer, NULL);
job->cpu.query_end.pool = pool;
job->cpu.query_end.query = query;
list_addtail(&job->list_link, &cmd_buffer->jobs);
}
cmd_buffer->state.query.active_query = NULL;
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_OCCLUSION_QUERY;
}
void
v3dv_cmd_buffer_copy_query_results(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_query_pool *pool,
uint32_t first,
uint32_t count,
struct v3dv_buffer *dst,
uint32_t offset,
uint32_t stride,
VkQueryResultFlags flags)
{
/* Copies can only happen outside a render pass instance so we should not
* be in the middle of job recording.
*/
assert(cmd_buffer->state.pass == NULL);
assert(cmd_buffer->state.job == NULL);
assert(first < pool->query_count);
assert(first + count <= pool->query_count);
struct v3dv_job *job =
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
v3dv_cmd_buffer_create_cpu_job(cmd_buffer->device,
V3DV_JOB_TYPE_CPU_COPY_QUERY_RESULTS,
cmd_buffer, -1);
v3dv_return_if_oom(cmd_buffer, NULL);
job->cpu.query_copy_results.pool = pool;
job->cpu.query_copy_results.first = first;
job->cpu.query_copy_results.count = count;
job->cpu.query_copy_results.dst = dst;
job->cpu.query_copy_results.offset = offset;
job->cpu.query_copy_results.stride = stride;
job->cpu.query_copy_results.flags = flags;
list_addtail(&job->list_link, &cmd_buffer->jobs);
}
void
v3dv_cmd_buffer_add_tfu_job(struct v3dv_cmd_buffer *cmd_buffer,
struct drm_v3d_submit_tfu *tfu)
{
struct v3dv_device *device = cmd_buffer->device;
struct v3dv_job *job = vk_zalloc(&device->alloc,
sizeof(struct v3dv_job), 8,
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND);
if (!job) {
v3dv_flag_oom(cmd_buffer, NULL);
return;
}
v3dv_job_init(job, V3DV_JOB_TYPE_GPU_TFU, device, cmd_buffer, -1);
job->tfu = *tfu;
list_addtail(&job->list_link, &cmd_buffer->jobs);
}
void
v3dv_CmdSetEvent(VkCommandBuffer commandBuffer,
VkEvent _event,
VkPipelineStageFlags stageMask)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
V3DV_FROM_HANDLE(v3dv_event, event, _event);
/* Event (re)sets can only happen outside a render pass instance so we
* should not be in the middle of job recording.
*/
assert(cmd_buffer->state.pass == NULL);
assert(cmd_buffer->state.job == NULL);
struct v3dv_job *job =
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
v3dv_cmd_buffer_create_cpu_job(cmd_buffer->device,
V3DV_JOB_TYPE_CPU_SET_EVENT,
cmd_buffer, -1);
v3dv_return_if_oom(cmd_buffer, NULL);
job->cpu.event_set.event = event;
job->cpu.event_set.state = 1;
list_addtail(&job->list_link, &cmd_buffer->jobs);
}
void
v3dv_CmdResetEvent(VkCommandBuffer commandBuffer,
VkEvent _event,
VkPipelineStageFlags stageMask)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
V3DV_FROM_HANDLE(v3dv_event, event, _event);
/* Event (re)sets can only happen outside a render pass instance so we
* should not be in the middle of job recording.
*/
assert(cmd_buffer->state.pass == NULL);
assert(cmd_buffer->state.job == NULL);
struct v3dv_job *job =
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
v3dv_cmd_buffer_create_cpu_job(cmd_buffer->device,
V3DV_JOB_TYPE_CPU_SET_EVENT,
cmd_buffer, -1);
v3dv_return_if_oom(cmd_buffer, NULL);
job->cpu.event_set.event = event;
job->cpu.event_set.state = 0;
list_addtail(&job->list_link, &cmd_buffer->jobs);
}
void
v3dv_CmdWaitEvents(VkCommandBuffer commandBuffer,
uint32_t eventCount,
const VkEvent *pEvents,
VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask,
uint32_t memoryBarrierCount,
const VkMemoryBarrier *pMemoryBarriers,
uint32_t bufferMemoryBarrierCount,
const VkBufferMemoryBarrier *pBufferMemoryBarriers,
uint32_t imageMemoryBarrierCount,
const VkImageMemoryBarrier *pImageMemoryBarriers)
{
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
assert(eventCount > 0);
struct v3dv_job *job =
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
v3dv_cmd_buffer_create_cpu_job(cmd_buffer->device,
V3DV_JOB_TYPE_CPU_WAIT_EVENTS,
cmd_buffer, -1);
v3dv_return_if_oom(cmd_buffer, NULL);
const uint32_t event_list_size = sizeof(struct v3dv_event *) * eventCount;
job->cpu.event_wait.events =
vk_alloc(&cmd_buffer->device->alloc, event_list_size, 8,
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND);
if (!job->cpu.event_wait.events) {
v3dv_flag_oom(cmd_buffer, NULL);
return;
}
job->cpu.event_wait.event_count = eventCount;
for (uint32_t i = 0; i < eventCount; i++)
job->cpu.event_wait.events[i] = v3dv_event_from_handle(pEvents[i]);
/* vkCmdWaitEvents can be recorded inside a render pass, so we might have
* an active job.
*
* If we are inside a render pass, because we vkCmd(Re)SetEvent can't happen
* inside a render pass, it is safe to move the wait job so it happens right
* before the current job we are currently recording for the subpass, if any
* (it would actually be safe to move it all the way back to right before
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
* the start of the render pass).
*
* If we are outside a render pass then we should not have any on-going job
* and we are free to just add the wait job without restrictions.
*/
assert(cmd_buffer->state.pass || !cmd_buffer->state.job);
v3dv: support vkCmdClearAttachments in secondary command buffers The main change we are introducing here is that now we allow secondary command buffers that execute in a render pass to have a job list with more than one job. The main issue with vkCmdClearAttachments is that we currently need this to spawn multiple jobs to clear multilayered framebuffers, as we need to setup a different 2D framebuffer for each layer to clear and therefore emit a different RCL for each. We could avoid this completely by used layered rendering with the "clear rect" path to redirect the clear rects to appropriate layers of the primary framebuffer, however, our hardware only supports layered rendering with geometry shaders, which we don't support at present. Because vkCmdClearAttachments relies on having framebuffer state available (something we would not need if we used the geometry shader implementation), if this is not available in the secondary we need to postpone emission of the command until the secondary is executed inside a primary. We do this by using a new CPU job V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS that is processed during vkCmdExecuteCommands by calling vkCmdClearAttachments directly in the primary. As a consequence of these changes, it is now possible that a secondary command buffer that runs inside a render pass have any kind of job in its job list, including partial CLs that need to be branched to and full CLs that need to be submitted to the GPU as is, so we introduced a new GPU job type V3DV_JOB_TYPE_GPU_CL_SECONDARY to identify partial CLs. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-06-02 12:26:50 +02:00
list_addtail(&job->list_link, &cmd_buffer->jobs);
}
void
v3dv_CmdWriteTimestamp(VkCommandBuffer commandBuffer,
VkPipelineStageFlagBits pipelineStage,
VkQueryPool queryPool,
uint32_t query)
{
unreachable("Timestamp queries are not supported.");
}
void
v3dv_CmdDispatch(VkCommandBuffer commandBuffer,
uint32_t groupCountX,
uint32_t groupCountY,
uint32_t groupCountZ)
{
unreachable("vkCmdDispatch not implemented.");
}
void
v3dv_CmdDispatchIndirect(VkCommandBuffer commandBuffer,
VkBuffer buffer,
VkDeviceSize offset)
{
unreachable("vkCmdDispatchIndirect not implemented.");
}
void
v3dv_CmdResolveImage(VkCommandBuffer commandBuffer,
VkImage srcImage,
VkImageLayout srcImageLayout,
VkImage dstImage,
VkImageLayout dstImageLayout,
uint32_t regionCount,
const VkImageResolve *pRegions)
{
unreachable("vkCmdResolveImage not implemented");
}