Consistently rename bitmasks of Vulkan dynamic state to 'dynamic_mask'.
anv_meta_saved_state::dynamic_flags -> dynamic_mask
anv_meta_save(dynamic_state) -> dynamic_mask
As the functions are now exposed in anv_meta.h, let's rename them
to clarify that they are meta functions.
anv_cmd_buffer_save -> anv_meta_save
anv_cmd_buffer_restore -> anv_meta_restore
When emitting the binding table for the fragment shader stage, we no
longer "walk all of the attachments, [inserting only] the color
attachments into the binding table". Instead, we iterate only over the
subpass's color attachments, which is the minimal possible iteration.
While killing the comment, also rename the variable 'attachments' to
'color_count', as it's no longer a count of all framebuffer attachments
but only the subpass's color attachment count.
Right now, Broadweel and Ivy Bridge are the only supported platforms.
Hopefully, this reduces the chances that someone will try the driver on
unsupported hardware and be confused that it doesn't work.
What we had before was kind of a hack where we made certain untrue
assumptions about the incoming data. This new support, while it still
doesn't support indirects properly (that will come), at least pulls the
offsets and strides from SPIR-V like it's supposed to.
My original understanding of VkAttachmentDescription::loadOp,
stencilLoadOp was incorrect. Below are all possible combinations:
VkFormat | loadOp=clear stencilLoadOp=clear
---------------+---------------------------
color | clear-color ignored
depth-only | clear-depth ignored
stencil-only | ignored clear-stencil
depth-stencil | clear-depth clear-stencil
Now that we've done the refactoring upstream, it's much easier to to get
hooked up. We haven't tested things well enough to know that we're setting
up the GPU state correctly for them yet but at least we can compile them now.
If the user called vkDestroyDevice but never called
vkEnumeratePhysicalDevices, then the driver tried to ralloc_free() an
unitialized anv_physical_device.
Fixes test 'dEQP-VK.api.device_init.create_instance_name_version'.
Now that we have a decent interface in upstream mesa, we can get rid of all
our hacks. As of this commit, we no longer use any fake GL state objects
and all of shader compilation is moved into anv_pipeline.c. This should
make way for actually implementing a shader cache one of these days.
As a nice side-benifit, this commit also gains us an extra 300 passing CTS
tests because we're actually filling out the texture swizzle information
for vertex shaders.
The geometry shader support is currently completely untested. As I go
through and re-factor the compiler, I'd rather not refactor dead code that
I don't have a way to know if I broke. Let's just remove it for now. We
can put it back in easily enough later and then we'll do it properly.
Prefix all anv_cmd_state dirty bit tokens with ANV_CMD_DIRTY. For
example:
old -> new
ANV_DYNAMIC_VIEWPORT_DIRTY -> ANV_CMD_DIRTY_DYNAMIC_VIEWPORT
ANV_CMD_BUFFER_PIPELINE_DIRTY -> ANV_CMD_DIRTY_PIPELINE
Change type of anv_cmd_state::dirty and ::compute_dirty from uint32_t to
the self-documenting type anv_cmd_dirty_mask_t.
The Vulkan spec allows VkGraphicsPipelineCreateInfo::pDepthStencilState
to be NULL when the pipeline's subpass contains no depthstencil
attachment (see spec quote below). anv_pipeline_init_dynamic_state()
required it unconditionally.
This path fixes anv_pipeline_init_dynamic_state() to access
pDepthStencilState only when there is a depthstencil attachment.
From the Vulkan spec (20 Oct 2015, git-aa308cb)
pDepthStencilState [...] may only be NULL if renderPass and subpass
specify a subpass that has no depth/stencil attachment.
The Vulkan spec (20 Oct 2015, git-aa308cb) states that some fields of
VkGraphicsPipelineCreateInfo are required under certain conditions.
Add a new function, anv_pipeline_validate_create_info() that asserts the
requirements hold.
The assertions helped me discover bugs in Crucible and anv_meta.c.
The Vulkan spec (20 Oct 2015, git-aa308cb) requires that
VkGraphicsPipelineCreateInfo::renderPass be a valid handle. To satisfy
that, define a static dummy render pass used for all meta operations.
Most of the shader key setup we did was for pre-Sandybridge and the stuff
for SNB+ wasn't in the key setup. That stuff still isn't there but at
least we've left ourselves notes for now.
The ability to dump an arbitrary miplevel or array slice of an anv_image to
a file is very useful for debugging. Nothing inside of the driver calls
this right now, but it's very useful to call from GDB.
Aparently, we had the dynamic state array in the pipeline backwards.
Instead of enabling the bits in the pipeline, it disables them and marks
them as "dynamic".