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."
So in that scenario, we ignore the aspect mask on the view and go
check the actual format of the underlying image to decide if we
have depth or depth+stencil aspects.
This gets VkRunner's depth-buffer.shader_test to pass.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
For now this only implements a fast path using the tile buffer, so it
can only be used when clearing full images, but this is good enough
for VkRunner.
The implementation is a bit tricky because this command executes
inside a render pass, and yet, since we are using the tile buffer to
clear, this needs to go in its own job. This means that with this, we
need to be able to split a subpass into multiple jobs which creates
some issues.
For example, certain operations, such as the subpass load operation
(particularly if it is a clear) should only happen on the first job of
the subpass and subsequent jobs in the same subpass should always
load.
Similarly, we should not discard the last store on an attachment
unless we know it is the last job for the last subpass that uses the
attachment.
To handle these cases we add two new flags to the job, one to know if
the job is not the first in a subpass (is_subpass_continue) and
another one to know if a job is the last in a subpass
(is_subpass_finish).
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
For that we include the array_index when asking for a ubo/ssbo index
from the descriptor_map.
Until now, array_index was not included, but the descriptor_map took
into account the array_size. This had the advantage that you only need
a entry on the descriptor map, and the index was properly return.
But this make it complex to get back the set, binding and array_index
back from the ubo/ssbo binding. So it was more easy to just add
array_index. Somehow now the "key" on the descriptor map is the
combination of (set, binding, array_index).
Note that this also make sense as the vulkan api identifies each array
index as a descriptor, so for example, from spec,
VkDescriptorSetLayoutBinding:descriptorCount
"descriptorCount is the number of descriptors contained in the
binding, accessed in a shader as an array"
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Focused on getting the basic UBO and SSBO cases implemented. So no
dynamic offset, push contanst, samplers, and so on.
This include a initial implementation for CreatedescriptorPool,
CreateDescriptorSetLayout, AllocateDescriptorSets,
UpdateDescriptorSets, CreatePipelineLayout, and CmdBindDescriptorSets.
Also introduces lowering vulkan intrinsics. For now just
vulkan_resource_index.
We also introduce a descriptor_map, in this case for the ubos and
ssbos, used to assign a index for each set/binding combination, that
would be used when filling back the details of the ubo or ssbo on
other places (like QUNIFORM_UBO_ADDR or QUNIFORM_SSBO_OFFSET).
Note that at this point we don't need a bo for the descriptor pool, so
descriptor sets are not getting a piece of it. That would likely
change as we start to support more descriptor set types.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
The general idea is that we always emit from our dynamic state, and when
a particular piece of state is not dynamic, we just set our dynamic state
from the pipeline state, however, the implementation was quite confusing:
the mask of dynamic states flagged states that were not dynamic and some
places woud mix dirty flags and dynamic state flags. We also were not
updating the dynamic state mask in the command buffer, etc.
This patch, hopefully, simplifies all this and makes it less confusing,
starting by making the dynamic state mask flag dynamic states, fixing
the places where we would confuse dirty state flags with dynamic state
flags, making sure that our command buffer state is setup correctly
and that we only emit state when it is actually dirty.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
We were not computing viewport transform for static viewports provided with
the pipeline state. Also, we were not copying the transform into the command
buffer state when we bound the pipeline.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
This is only used when doing a clif/cle dump, but makes it far easier
to understand.
Most names are the same that the ones used at v3d (CL, tile_alloc,
TDSA), except those that on v3d were labelled as "resource", as right
now we don't have a resource uploader that englobes different
things. In fact, the good thing of not having that uploader is that
individual bos has a more accurate description of their purpose.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Otherwise we would lose updates relevant to subsequent subpasses in
the same renderpass that read or partially write the attachment.
The only scenario where we can safely do this is on the last subpass
that uses the attachment, so long as we don't need to emit the store
for the clear.
This also fixes a bug in the computation of the first subpass that
uses an attachment.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
This ignores stencil for now and focuses on depth testing without
support for early depth testing.
To implement this we need to start considering how many of our
framebuffer attachments are color attachments, since some of the
computations we use to determine tile sizes and binning configuration
depend on this.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
This includes:
* Implementation for CmdBindVertexBuffers
* Gather vertex input info during CreateGraphicsPipelines
(pipeline_init) and SHADER_STATE_ATTRIBUTE_RECORD prepacking
* Final emission of such packet during CmdDraw
(cmd_buffer_emit_graphics_pipeline)
Default attributes values will be handled on a following patch.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
We can't prepack all the record, as addresses need the job, and
uniforms depend on dynamic value.
Also due cl_emit_with_prepacked and v3dv_pack asserting correct
values, we need to define two values twice, that lead to move
vpm_config to the pipeline. In any case, the latter will be useful
when we start to prepack more stuff.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
So we do what we actually state in the comment. Particularly, the load
operation only affects the first subpass that uses the attachment,
after that we always want to load, but we were only doing that for
attachments marked as CLEAR.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Generally, we can do this when they render to the same collection of
attachments and we only need to emit a single RCL for them.
To implement this, we need to track the first subpass that is included
in the job and rewrite our loads and stores in the RCL to refer to that
subpass instead of the current subpass (which would be the last included
in the RCL).
When we merge jobs we also reuse the tile state/alloc BOs and we only
emit the binning setup once.
The environment variable V3DV_NO_MERGE_JOBS can be set to disable
job merging and have each subpass be in a separate job. This can be
useful for debugging issues spawning from incorrect subpass merges.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Binner flushes should be emitted naturally at the end of each draw,
if we are finishing a job and it doesn't have the binner flush, it
probably means that we have bogus emission code somewhere.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
As we make progress towards more complex submissions we will need to split
our command buffers into smaller executable units (jobs) that we can
submit indepdently to the kernel. This will be required to implement
pipeline barriers, split subpasses that have depedencies on previous
subpasses, split render passes that use more than 4 render targets, etc.
For now we keep things simple and we only keep one job as current
recording target in the command buffer, and we generate a new one
with every subpass or with any commands we see outside of a render pass
(only vkCopyImageToBuffer for now). In the future we probably want to
optimize this by merging subpasses into the same job when possible,
etc.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Initial port of the equivalent v3d_write_uniforms, to be used by the
cmd_buffer when emitting the drawing packets.
Initially doesn't include all the quniform types, only those needed by
the initial basic vulkan tests.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Before that commit we were calling get_viewport_xform to get those
values twice (to emit scissor and viewport), and we found that we
would need that info even more times. So let's just compute that info
when setting the viewport, and reuse the values.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Values still doesn't take into account having vertex elements data,
but keeps some of that half-done code in comments. It would be better
to do that when we get an example using it.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>