v3dv: fix depth/stencil clears on hardware

There is a hw bug by which the only way to clear the depth/stencil
tile buffers is to emit a clear of all tile buffers, so if we have
to do any such clears, we just emit a single clear of all tile
buffers and skip doing any per-buffer clears, even for color buffers,
since they would be redundant.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
This commit is contained in:
Iago Toral Quiroga 2020-05-14 12:09:57 +02:00 committed by Marge Bot
parent ce681aac70
commit 57d0ff8d48

View file

@ -1259,6 +1259,86 @@ cmd_buffer_render_pass_emit_stores(struct v3dv_cmd_buffer *cmd_buffer,
&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;
@ -1290,85 +1370,7 @@ cmd_buffer_render_pass_emit_stores(struct v3dv_cmd_buffer *cmd_buffer,
cmd_buffer_render_pass_emit_store(cmd_buffer, cl,
attachment_idx, layer,
RENDER_TARGET_0 + i,
needs_clear);
has_stores = true;
}
}
/* FIXME: separate stencil
*
* 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.
*
* This means that when we implement depth/stencil clearing we
* need to emit a separate clear before we start the render pass,
* since the RTs bit is for clearing all render targets, and we might
* not want to do that. We might want to consider emitting clears for
* all RTs needing clearing just once ahead of the first subpass.
*/
bool needs_depth_clear = false;
bool needs_stencil_clear = false;
uint32_t ds_attachment_idx = subpass->ds_attachment.attachment;
if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) {
const struct v3dv_render_pass_attachment *ds_attachment =
&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 */
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;
needs_stencil_clear =
(aspects & VK_IMAGE_ASPECT_STENCIL_BIT) &&
state->tile_aligned_render_area &&
state->job->first_subpass == ds_attachment->first_subpass &&
ds_attachment->desc.stencilLoadOp == VK_ATTACHMENT_LOAD_OP_CLEAR &&
!state->job->is_subpass_continue;
/* Skip the last store if it is not required */
bool needs_depth_store =
(aspects & VK_IMAGE_ASPECT_DEPTH_BIT) &&
(state->subpass_idx < ds_attachment->last_subpass ||
ds_attachment->desc.storeOp == VK_ATTACHMENT_STORE_OP_STORE ||
needs_depth_clear ||
!state->job->is_subpass_finish);
bool needs_stencil_store =
(aspects & VK_IMAGE_ASPECT_STENCIL_BIT) &&
(state->subpass_idx < ds_attachment->last_subpass ||
ds_attachment->desc.stencilStoreOp == VK_ATTACHMENT_STORE_OP_STORE ||
needs_stencil_clear ||
!state->job->is_subpass_finish);
bool needs_ds_clear = needs_stencil_clear || needs_depth_clear;
bool needs_ds_store = needs_stencil_store || needs_depth_store;
if (needs_ds_store) {
uint32_t zs_buffer = v3dv_zs_buffer_from_aspect_bits(aspects);
cmd_buffer_render_pass_emit_store(cmd_buffer, cl,
ds_attachment_idx, layer,
zs_buffer, needs_ds_clear);
needs_clear && use_per_buffer_clear);
has_stores = true;
}
}
@ -1380,8 +1382,10 @@ cmd_buffer_render_pass_emit_stores(struct v3dv_cmd_buffer *cmd_buffer,
}
}
/* FIXME: see fixme remark for depth/stencil above */
if (needs_depth_clear && needs_stencil_clear) {
/* 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;