From 0b2d383316af7efa6f970db5b8517a55a32dedf2 Mon Sep 17 00:00:00 2001 From: Mike Blumenkrantz Date: Thu, 12 May 2022 11:43:51 -0400 Subject: [PATCH] lavapipe: ignore depth/stencil states if attachment is not present depth and stencil states should only be set if the corresponding attachment is present, otherwise they should be ignored. this is different from ignoring the entire VkPipelineDepthStencilStateCreateInfo struct, as it's possible that only depth or only stencil may be present cc: mesa-stable Reviewed-by: Dave Airlie Part-of: --- src/gallium/frontends/lavapipe/lvp_pipeline.c | 38 +++++++++++++++---- 1 file changed, 30 insertions(+), 8 deletions(-) diff --git a/src/gallium/frontends/lavapipe/lvp_pipeline.c b/src/gallium/frontends/lavapipe/lvp_pipeline.c index 3283540dca9..41122a30891 100644 --- a/src/gallium/frontends/lavapipe/lvp_pipeline.c +++ b/src/gallium/frontends/lavapipe/lvp_pipeline.c @@ -242,7 +242,8 @@ static VkResult deep_copy_dynamic_state(void *mem_ctx, VkPipelineDynamicStateCreateInfo *dst, const VkPipelineDynamicStateCreateInfo *src, - VkGraphicsPipelineLibraryFlagsEXT stages) + VkGraphicsPipelineLibraryFlagsEXT stages, + bool has_depth, bool has_stencil) { dst->sType = src->sType; dst->pNext = NULL; @@ -274,17 +275,21 @@ deep_copy_dynamic_state(void *mem_ctx, case VK_DYNAMIC_STATE_DEPTH_BIAS: case VK_DYNAMIC_STATE_DEPTH_BOUNDS: - case VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK: - case VK_DYNAMIC_STATE_STENCIL_WRITE_MASK: - case VK_DYNAMIC_STATE_STENCIL_REFERENCE: case VK_DYNAMIC_STATE_DEPTH_TEST_ENABLE_EXT: case VK_DYNAMIC_STATE_DEPTH_WRITE_ENABLE_EXT: case VK_DYNAMIC_STATE_DEPTH_COMPARE_OP_EXT: case VK_DYNAMIC_STATE_DEPTH_BOUNDS_TEST_ENABLE_EXT: case VK_DYNAMIC_STATE_DEPTH_BIAS_ENABLE_EXT: + if (has_depth && (stages & VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT)) + states[dst->dynamicStateCount++] = src->pDynamicStates[i]; + break; + + case VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK: + case VK_DYNAMIC_STATE_STENCIL_WRITE_MASK: + case VK_DYNAMIC_STATE_STENCIL_REFERENCE: case VK_DYNAMIC_STATE_STENCIL_TEST_ENABLE_EXT: case VK_DYNAMIC_STATE_STENCIL_OP_EXT: - if (stages & VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT) + if (has_stencil && (stages & VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT)) states[dst->dynamicStateCount++] = src->pDynamicStates[i]; break; @@ -355,6 +360,12 @@ deep_copy_graphics_create_info(void *mem_ctx, dst->renderPass = src->renderPass; rp_info = vk_get_pipeline_rendering_create_info(src); } + bool has_depth = false; + bool has_stencil = false; + if (rp_info) { + has_depth = rp_info->depthAttachmentFormat != VK_FORMAT_UNDEFINED; + has_stencil = rp_info->stencilAttachmentFormat != VK_FORMAT_UNDEFINED; + } dst->basePipelineHandle = src->basePipelineHandle; dst->basePipelineIndex = src->basePipelineIndex; @@ -440,12 +451,23 @@ deep_copy_graphics_create_info(void *mem_ctx, assert(rp_info); /* pDepthStencilState */ if (src->pDepthStencilState && !rasterization_disabled && - (rp_info->depthAttachmentFormat != VK_FORMAT_UNDEFINED || - rp_info->stencilAttachmentFormat != VK_FORMAT_UNDEFINED)) { + (has_depth || has_stencil)) { LVP_PIPELINE_DUP(dst->pDepthStencilState, src->pDepthStencilState, VkPipelineDepthStencilStateCreateInfo, 1); + VkPipelineDepthStencilStateCreateInfo *pDepthStencilState = (void*)dst->pDepthStencilState; + if (!has_depth) { + pDepthStencilState->depthTestEnable = VK_FALSE; + pDepthStencilState->depthWriteEnable = VK_FALSE; + pDepthStencilState->depthCompareOp = VK_COMPARE_OP_ALWAYS; + pDepthStencilState->depthBoundsTestEnable = VK_FALSE; + } + if (!has_stencil) { + pDepthStencilState->stencilTestEnable = VK_FALSE; + memset(&pDepthStencilState->front, 0, sizeof(VkStencilOpState)); + memset(&pDepthStencilState->back, 0, sizeof(VkStencilOpState)); + } } else dst->pDepthStencilState = NULL; } @@ -517,7 +539,7 @@ deep_copy_graphics_create_info(void *mem_ctx, } if (!dyn_state || !dyn_state->pDynamicStates) return VK_ERROR_OUT_OF_HOST_MEMORY; - deep_copy_dynamic_state(mem_ctx, dyn_state, src->pDynamicState, shaders); + deep_copy_dynamic_state(mem_ctx, dyn_state, src->pDynamicState, shaders, has_depth, has_stencil); dst->pDynamicState = dyn_state; } else dst->pDynamicState = NULL;