v3dv: handle partial clears of just one aspect of combined DS targets

For these we can still use a compatible color format, but we need to mask
out the color components matching the aspect that is preserved.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
This commit is contained in:
Iago Toral Quiroga 2020-04-07 10:14:33 +02:00 committed by Marge Bot
parent b31ea83b80
commit 1b80bac236

View file

@ -257,6 +257,7 @@ static VkResult
create_color_clear_pipeline(struct v3dv_device *device,
uint32_t rt_idx,
uint32_t samples,
uint32_t components,
VkRenderPass _pass,
VkPipelineLayout pipeline_layout,
VkPipeline *pipeline)
@ -292,10 +293,7 @@ create_color_clear_pipeline(struct v3dv_device *device,
VkPipelineColorBlendAttachmentState blend_att_state[1] = { 0 };
blend_att_state[rt_idx] = (VkPipelineColorBlendAttachmentState) {
.blendEnable = false,
.colorWriteMask = VK_COLOR_COMPONENT_R_BIT |
VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT |
VK_COLOR_COMPONENT_A_BIT,
.colorWriteMask = components,
};
const VkPipelineColorBlendStateCreateInfo cb_state = {
@ -362,15 +360,30 @@ create_color_clear_render_pass(struct v3dv_device *device,
}
static inline uint64_t
get_color_clear_pipeline_cache_key(VkFormat format, uint32_t samples)
get_color_clear_pipeline_cache_key(VkFormat format,
uint32_t samples,
uint32_t components)
{
return ((uint64_t) samples) << 32 | format;
uint64_t key = 0;
uint32_t bit_offset = 0;
key |= format;
bit_offset += 32;
key |= ((uint64_t) samples) << bit_offset;
bit_offset += 4;
key |= ((uint64_t) components) << bit_offset;
bit_offset += 4;
return key;
}
static VkResult
get_color_clear_pipeline(struct v3dv_device *device,
VkFormat format,
uint32_t samples,
uint32_t components,
struct v3dv_meta_color_clear_pipeline **pipeline)
{
VkResult result = VK_SUCCESS;
@ -385,7 +398,8 @@ get_color_clear_pipeline(struct v3dv_device *device,
if (result != VK_SUCCESS)
return result;
uint64_t key = get_color_clear_pipeline_cache_key(format, samples);
const uint64_t key =
get_color_clear_pipeline_cache_key(format, samples, components);
mtx_lock(&device->meta.mtx);
struct hash_entry *entry =
_mesa_hash_table_search(device->meta.color_clear.cache, &key);
@ -408,7 +422,10 @@ get_color_clear_pipeline(struct v3dv_device *device,
if (result != VK_SUCCESS)
goto fail;
result = create_color_clear_pipeline(device, 0 /* rt_idx*/, samples,
result = create_color_clear_pipeline(device,
0 /* rt_idx*/,
samples,
components,
(*pipeline)->pass,
device->meta.color_clear.playout,
&(*pipeline)->pipeline);
@ -439,6 +456,10 @@ fail:
static VkFormat
get_color_format_for_depth_stencil_format(VkFormat format)
{
/* For single depth/stencil aspect formats, we just choose a compatible
* 1 channel format, but for combined depth/stencil we want an RGBA format
* so we can specify the channels we want to write.
*/
switch (format) {
case VK_FORMAT_D16_UNORM:
return VK_FORMAT_R16_UINT;
@ -446,15 +467,22 @@ get_color_format_for_depth_stencil_format(VkFormat format)
return VK_FORMAT_R32_SFLOAT;
case VK_FORMAT_X8_D24_UNORM_PACK32:
case VK_FORMAT_D24_UNORM_S8_UINT:
return VK_FORMAT_R32_UINT;
return VK_FORMAT_R8G8B8A8_UINT;
default:
unreachable("Unsupported depth/stencil format");
};
}
/**
* Emits a scissored quad in the clear color. Notice this can also handle
* depth/stencil formats by rendering to the depth/stencil target using
* a compatible color format.
*/
static void
emit_color_clear_rect(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t attachment_idx,
VkFormat rt_format,
uint32_t rt_components,
VkClearColorValue clear_color,
const VkClearRect *rect)
{
@ -466,13 +494,11 @@ emit_color_clear_rect(struct v3dv_cmd_buffer *cmd_buffer,
attachment_idx < pass->attachment_count);
const uint32_t rt_samples = pass->attachments[attachment_idx].desc.samples;
VkFormat rt_format = pass->attachments[attachment_idx].desc.format;
if (vk_format_is_depth_or_stencil(rt_format))
rt_format = get_color_format_for_depth_stencil_format(rt_format);
struct v3dv_meta_color_clear_pipeline *pipeline = NULL;
VkResult result =
get_color_clear_pipeline(device, rt_format, rt_samples, &pipeline);
get_color_clear_pipeline(device, rt_format, rt_samples, rt_components,
&pipeline);
if (result != VK_SUCCESS)
return;
assert(pipeline && pipeline->pipeline && pipeline->pass);
@ -602,6 +628,7 @@ fail_job_start:
static void
emit_ds_clear_rect(struct v3dv_cmd_buffer *cmd_buffer,
VkImageAspectFlags aspects,
uint32_t attachment_idx,
VkClearDepthStencilValue clear_ds,
const VkClearRect *rect)
@ -612,23 +639,48 @@ emit_ds_clear_rect(struct v3dv_cmd_buffer *cmd_buffer,
VkFormat format =
cmd_buffer->state.pass->attachments[attachment_idx].desc.format;
enum pipe_format pformat = vk_format_to_pipe_format(format);
VkImageAspectFlags format_aspects = vk_format_aspects(format);
assert ((aspects & ~format_aspects) == 0);
enum pipe_format pformat = vk_format_to_pipe_format(format);
VkClearColorValue clear_color;
uint32_t clear_zs =
util_pack_z_stencil(pformat, clear_ds.depth, clear_ds.stencil);
if (format == VK_FORMAT_X8_D24_UNORM_PACK32 ||
format == VK_FORMAT_D24_UNORM_S8_UINT) {
clear_zs = clear_zs << 8 | clear_zs >> 24;
}
/* We implement depth/stencil clears by turning them into color clears
* with a compatible color format. Passing -1 as the render target index
* will inform the color clear code that we are attempting to clear a
* depth/stencil attachment.
* with a compatible color format.
*/
clear_color.uint32[0] = clear_zs;
emit_color_clear_rect(cmd_buffer, attachment_idx, clear_color, rect);
VkFormat color_format = get_color_format_for_depth_stencil_format(format);
uint32_t comps;
if (color_format == VK_FORMAT_R8G8B8A8_UINT) {
/* We are clearing a D24 format so we need to select the channels that we
* are being asked to clear to avoid clearing aspects that should be
* preserved. Also, the hardware uses the MSB channels to store the D24
* component, so we need to shift the components in the clear value to
* match that.
*/
comps = 0;
if (aspects & VK_IMAGE_ASPECT_STENCIL_BIT) {
comps |= VK_COLOR_COMPONENT_R_BIT;
clear_color.uint32[0] = clear_zs >> 24;
}
if (aspects & VK_IMAGE_ASPECT_DEPTH_BIT) {
comps |= VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT |
VK_COLOR_COMPONENT_A_BIT;
clear_color.uint32[1] = (clear_zs >> 0) & 0xff;
clear_color.uint32[2] = (clear_zs >> 8) & 0xff;
clear_color.uint32[3] = (clear_zs >> 16) & 0xff;
}
} else {
/* For anything else we use a single component format */
comps = VK_COLOR_COMPONENT_R_BIT;
clear_color.uint32[0] = clear_zs;
}
emit_color_clear_rect(cmd_buffer, attachment_idx, color_format, comps,
clear_color, rect);
}
static void
@ -1103,15 +1155,24 @@ v3dv_CmdClearAttachments(VkCommandBuffer commandBuffer,
continue;
if (pAttachments[i].aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
const uint32_t components = VK_COLOR_COMPONENT_R_BIT |
VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT |
VK_COLOR_COMPONENT_A_BIT;
const VkFormat format =
cmd_buffer->state.pass->attachments[attachment_idx].desc.format;
for (uint32_t j = 0; j < rectCount; j++) {
emit_color_clear_rect(cmd_buffer,
attachment_idx,
format,
components,
pAttachments[i].clearValue.color,
&pRects[j]);
}
} else {
for (uint32_t j = 0; j < rectCount; j++) {
emit_ds_clear_rect(cmd_buffer,
pAttachments[i].aspectMask,
attachment_idx,
pAttachments[i].clearValue.depthStencil,
&pRects[j]);