mesa/src/broadcom/vulkan/v3dv_pass.c
Alejandro Piñeiro 70728fce57 v3dv: split v3dv_private.h into smaller headers
Split the monolithic v3dv_private.h (~2600 lines) into self-contained
sub-headers so each .c file only includes what it needs:

  v3dv_common.h, v3dv_device.h, v3dv_image.h, v3dv_pass.h,
  v3dv_query.h, v3dv_pipeline.h, v3dv_descriptor_set.h,
  v3dv_cmd_buffer.h, v3dv_version_dispatch.h

As part of this commit we remove v3dv_private.h.

We keep v3dvx_private.h as it is, because the gain would be really
small (a lot of really small sub-headers).

In addition to keep things more tidy, we made a quick performance
check. We measured how many files are re-compiled and the performance
difference when touching one of the headers, compared with keeping
just one monolithic header.

  Header touch (incremental)    Split        Monolithic  Speedup
  --------------------------    -----        ----------  -------
  v3dv_image.h                 2369 (24f)    2436 (33f)    1.03x
  v3dv_query.h                 2357 (20f)    2436 (33f)    1.03x
  v3dv_pass.h                  2352 (20f)    2436 (33f)    1.04x
  v3dv_cmd_buffer.h            2354 (20f)    2436 (33f)    1.03x
  v3dv_descriptor_set.h        2436 (33f)    2436 (33f)    1.00x
  v3dv_pipeline.h              2437 (33f)    2436 (33f)    1.00x
  v3dv_device.h                2418 (31f)    2436 (33f)    1.01x
  v3dv_common.h                2419 (33f)    2436 (33f)    1.01x
  v3dv_version_dispatch.h      2371 (26f)    2436 (33f)    1.03x

  Header touch (incremental)   Split         Monolithic  Speedup
  --------------------------   ----------    ----------  -------
  v3dv_image.h                 2377 (24f)    2443 (33f)    1.03x
  v3dv_query.h                 2346 (20f)    2443 (33f)    1.04x
  v3dv_pass.h                  2360 (20f)    2443 (33f)    1.04x
  v3dv_cmd_buffer.h            2351 (20f)    2443 (33f)    1.04x
  v3dv_descriptor_set.h        2438 (33f)    2443 (33f)    1.00x
  v3dv_pipeline.h              2429 (33f)    2443 (33f)    1.01x
  v3dv_device.h                2418 (31f)    2443 (33f)    1.01x
  v3dv_common.h                2432 (33f)    2443 (33f)    1.00x
  v3dv_version_dispatch.h      2373 (26f)    2443 (33f)    1.03x

The bigger gain is on the files recompiled for some headers (going
from 33 down to 20 in some cases). The performance gain is not so
relevant though.

Acked-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40169>
2026-03-25 02:04:57 +00:00

742 lines
29 KiB
C

/*
* Copyright © 2019 Raspberry Pi Ltd
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "v3dv_device.h"
#include "v3dv_image.h"
#include "v3dv_cmd_buffer.h"
#include "v3dv_entrypoints.h"
#include "v3dv_version_dispatch.h"
#include "vk_format.h"
#include "vk_log.h"
#define V3D_VERSION 42
#include "v3dv_format_table.h"
static uint32_t
num_subpass_attachments(const VkSubpassDescription2 *desc)
{
return desc->inputAttachmentCount +
desc->colorAttachmentCount +
(desc->pResolveAttachments ? desc->colorAttachmentCount : 0) +
(desc->pDepthStencilAttachment != NULL);
}
static void
set_try_tlb_resolve(struct v3dv_device *device,
struct v3dv_render_pass_attachment *att)
{
const struct v3dv_format *format = v3d_X((&device->devinfo), get_format)(att->desc.format);
att->try_tlb_resolve = v3d_X((&device->devinfo), format_supports_tlb_resolve)(format);
}
static void
pass_find_subpass_range_for_attachments(struct v3dv_device *device,
struct v3dv_render_pass *pass)
{
for (uint32_t i = 0; i < pass->attachment_count; i++) {
pass->attachments[i].first_subpass = pass->subpass_count - 1;
pass->attachments[i].last_subpass = 0;
if (pass->multiview_enabled) {
for (uint32_t j = 0; j < MAX_MULTIVIEW_VIEW_COUNT; j++) {
pass->attachments[i].views[j].first_subpass = pass->subpass_count - 1;
pass->attachments[i].views[j].last_subpass = 0;
}
}
}
for (uint32_t i = 0; i < pass->subpass_count; i++) {
const struct v3dv_subpass *subpass = &pass->subpasses[i];
for (uint32_t j = 0; j < subpass->color_count; j++) {
uint32_t attachment_idx = subpass->color_attachments[j].attachment;
if (attachment_idx == VK_ATTACHMENT_UNUSED)
continue;
struct v3dv_render_pass_attachment *att =
&pass->attachments[attachment_idx];
if (i < att->first_subpass)
att->first_subpass = i;
if (i > att->last_subpass)
att->last_subpass = i;
uint32_t view_mask = subpass->view_mask;
while (view_mask) {
uint32_t view_index = u_bit_scan(&view_mask);
if (i < att->views[view_index].first_subpass)
att->views[view_index].first_subpass = i;
if (i > att->views[view_index].last_subpass)
att->views[view_index].last_subpass = i;
}
if (subpass->resolve_attachments &&
subpass->resolve_attachments[j].attachment != VK_ATTACHMENT_UNUSED) {
set_try_tlb_resolve(device, att);
}
}
uint32_t ds_attachment_idx = subpass->ds_attachment.attachment;
if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) {
if (i < pass->attachments[ds_attachment_idx].first_subpass)
pass->attachments[ds_attachment_idx].first_subpass = i;
if (i > pass->attachments[ds_attachment_idx].last_subpass)
pass->attachments[ds_attachment_idx].last_subpass = i;
if (subpass->ds_resolve_attachment.attachment != VK_ATTACHMENT_UNUSED)
set_try_tlb_resolve(device, &pass->attachments[ds_attachment_idx]);
}
for (uint32_t j = 0; j < subpass->input_count; j++) {
uint32_t input_attachment_idx = subpass->input_attachments[j].attachment;
if (input_attachment_idx == VK_ATTACHMENT_UNUSED)
continue;
if (i < pass->attachments[input_attachment_idx].first_subpass)
pass->attachments[input_attachment_idx].first_subpass = i;
if (i > pass->attachments[input_attachment_idx].last_subpass)
pass->attachments[input_attachment_idx].last_subpass = i;
}
if (subpass->resolve_attachments) {
for (uint32_t j = 0; j < subpass->color_count; j++) {
uint32_t attachment_idx = subpass->resolve_attachments[j].attachment;
if (attachment_idx == VK_ATTACHMENT_UNUSED)
continue;
if (i < pass->attachments[attachment_idx].first_subpass)
pass->attachments[attachment_idx].first_subpass = i;
if (i > pass->attachments[attachment_idx].last_subpass)
pass->attachments[attachment_idx].last_subpass = i;
}
}
}
}
/* GFXH-1461: if depth is cleared but stencil is loaded (or vice versa),
* the clear might get lost. If a subpass has this then we can't emit
* the clear using the TLB and we have to do it as a draw call. This
* issue is fixed since V3D 4.3.18.
*
* FIXME: separate stencil.
*/
static void
check_do_depth_stencil_clear_with_draw(struct v3dv_device *device,
struct v3dv_render_pass *pass,
struct v3dv_subpass *subpass)
{
if (device->devinfo.ver > 42 ||
subpass->ds_attachment.attachment == VK_ATTACHMENT_UNUSED) {
return;
}
struct v3dv_render_pass_attachment *att =
&pass->attachments[subpass->ds_attachment.attachment];
if (att->desc.format != VK_FORMAT_D24_UNORM_S8_UINT)
return;
if (att->desc.loadOp == VK_ATTACHMENT_LOAD_OP_CLEAR &&
att->desc.stencilLoadOp == VK_ATTACHMENT_LOAD_OP_LOAD) {
subpass->do_depth_clear_with_draw = true;
} else if (att->desc.loadOp == VK_ATTACHMENT_LOAD_OP_LOAD &&
att->desc.stencilLoadOp == VK_ATTACHMENT_LOAD_OP_CLEAR) {
subpass->do_stencil_clear_with_draw = true;
}
}
VKAPI_ATTR VkResult VKAPI_CALL
v3dv_CreateRenderPass2(VkDevice _device,
const VkRenderPassCreateInfo2 *pCreateInfo,
const VkAllocationCallbacks *pAllocator,
VkRenderPass *pRenderPass)
{
V3DV_FROM_HANDLE(v3dv_device, device, _device);
struct v3dv_render_pass *pass;
assert(pCreateInfo->sType == VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2);
/* From the VK_KHR_multiview spec:
*
* When a subpass uses a non-zero view mask, multiview functionality is
* considered to be enabled. Multiview is all-or-nothing for a render
* pass - that is, either all subpasses must have a non-zero view mask
* (though some subpasses may have only one view) or all must be zero.
*/
bool multiview_enabled = pCreateInfo->subpassCount &&
pCreateInfo->pSubpasses[0].viewMask;
size_t size = sizeof(*pass);
size_t subpasses_offset = size;
size += pCreateInfo->subpassCount * sizeof(pass->subpasses[0]);
size_t attachments_offset = size;
size += pCreateInfo->attachmentCount * sizeof(pass->attachments[0]);
pass = vk_object_zalloc(&device->vk, pAllocator, size,
VK_OBJECT_TYPE_RENDER_PASS);
if (pass == NULL)
return vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
pass->multiview_enabled = multiview_enabled;
pass->attachment_count = pCreateInfo->attachmentCount;
pass->attachments = (void *) pass + attachments_offset;
pass->subpass_count = pCreateInfo->subpassCount;
pass->subpasses = (void *) pass + subpasses_offset;
for (uint32_t i = 0; i < pCreateInfo->attachmentCount; i++)
pass->attachments[i].desc = pCreateInfo->pAttachments[i];
uint32_t subpass_attachment_count = 0;
for (uint32_t i = 0; i < pCreateInfo->subpassCount; i++) {
const VkSubpassDescription2 *desc = &pCreateInfo->pSubpasses[i];
subpass_attachment_count += num_subpass_attachments(desc);
}
if (subpass_attachment_count) {
const size_t subpass_attachment_bytes =
subpass_attachment_count * sizeof(struct v3dv_subpass_attachment);
pass->subpass_attachments =
vk_alloc2(&device->vk.alloc, pAllocator, subpass_attachment_bytes, 8,
VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
if (pass->subpass_attachments == NULL) {
vk_object_free(&device->vk, pAllocator, pass);
return vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
}
} else {
pass->subpass_attachments = NULL;
}
struct v3dv_subpass_attachment *p = pass->subpass_attachments;
for (uint32_t i = 0; i < pCreateInfo->subpassCount; i++) {
const VkSubpassDescription2 *desc = &pCreateInfo->pSubpasses[i];
struct v3dv_subpass *subpass = &pass->subpasses[i];
subpass->input_count = desc->inputAttachmentCount;
subpass->color_count = desc->colorAttachmentCount;
subpass->view_mask = desc->viewMask;
if (desc->inputAttachmentCount > 0) {
subpass->input_attachments = p;
p += desc->inputAttachmentCount;
for (uint32_t j = 0; j < desc->inputAttachmentCount; j++) {
subpass->input_attachments[j] = (struct v3dv_subpass_attachment) {
.attachment = desc->pInputAttachments[j].attachment,
.layout = desc->pInputAttachments[j].layout,
};
}
}
if (desc->colorAttachmentCount > 0) {
subpass->color_attachments = p;
p += desc->colorAttachmentCount;
for (uint32_t j = 0; j < desc->colorAttachmentCount; j++) {
subpass->color_attachments[j] = (struct v3dv_subpass_attachment) {
.attachment = desc->pColorAttachments[j].attachment,
.layout = desc->pColorAttachments[j].layout,
};
}
}
if (desc->pResolveAttachments) {
subpass->resolve_attachments = p;
p += desc->colorAttachmentCount;
for (uint32_t j = 0; j < desc->colorAttachmentCount; j++) {
subpass->resolve_attachments[j] = (struct v3dv_subpass_attachment) {
.attachment = desc->pResolveAttachments[j].attachment,
.layout = desc->pResolveAttachments[j].layout,
};
}
}
if (desc->pDepthStencilAttachment) {
subpass->ds_attachment = (struct v3dv_subpass_attachment) {
.attachment = desc->pDepthStencilAttachment->attachment,
.layout = desc->pDepthStencilAttachment->layout,
};
check_do_depth_stencil_clear_with_draw(device, pass, subpass);
/* VK_KHR_depth_stencil_resolve */
const VkSubpassDescriptionDepthStencilResolve *resolve_desc =
vk_find_struct_const(desc->pNext, SUBPASS_DESCRIPTION_DEPTH_STENCIL_RESOLVE);
const VkAttachmentReference2 *resolve_att =
resolve_desc && resolve_desc->pDepthStencilResolveAttachment &&
resolve_desc->pDepthStencilResolveAttachment->attachment != VK_ATTACHMENT_UNUSED ?
resolve_desc->pDepthStencilResolveAttachment : NULL;
if (resolve_att) {
subpass->ds_resolve_attachment = (struct v3dv_subpass_attachment) {
.attachment = resolve_att->attachment,
.layout = resolve_att->layout,
};
assert(resolve_desc->depthResolveMode == VK_RESOLVE_MODE_SAMPLE_ZERO_BIT ||
resolve_desc->stencilResolveMode == VK_RESOLVE_MODE_SAMPLE_ZERO_BIT);
subpass->resolve_depth =
resolve_desc->depthResolveMode != VK_RESOLVE_MODE_NONE &&
resolve_att->aspectMask & VK_IMAGE_ASPECT_DEPTH_BIT;
subpass->resolve_stencil =
resolve_desc->stencilResolveMode != VK_RESOLVE_MODE_NONE &&
resolve_att->aspectMask & VK_IMAGE_ASPECT_STENCIL_BIT;
} else {
subpass->ds_resolve_attachment.attachment = VK_ATTACHMENT_UNUSED;
subpass->resolve_depth = false;
subpass->resolve_stencil = false;
}
} else {
subpass->ds_attachment.attachment = VK_ATTACHMENT_UNUSED;
subpass->ds_resolve_attachment.attachment = VK_ATTACHMENT_UNUSED;
subpass->resolve_depth = false;
subpass->resolve_stencil = false;
}
}
pass_find_subpass_range_for_attachments(device, pass);
/* FIXME: handle subpass dependencies */
*pRenderPass = v3dv_render_pass_to_handle(pass);
return VK_SUCCESS;
}
VKAPI_ATTR void VKAPI_CALL
v3dv_DestroyRenderPass(VkDevice _device,
VkRenderPass _pass,
const VkAllocationCallbacks *pAllocator)
{
V3DV_FROM_HANDLE(v3dv_device, device, _device);
V3DV_FROM_HANDLE(v3dv_render_pass, pass, _pass);
if (!_pass)
return;
vk_free2(&device->vk.alloc, pAllocator, pass->subpass_attachments);
vk_object_free(&device->vk, pAllocator, pass);
}
static void
get_granularity(struct v3dv_device *device,
uint32_t count,
const VkFormat *formats,
bool msaa,
VkExtent2D *granularity)
{
uint32_t max_internal_bpp = 0;
uint32_t total_color_bpp = 0;
for (int i = 0; i < count; i++) {
const struct v3dv_format *format = v3d_X((&device->devinfo), get_format)(formats[i]);
assert(format);
/* We don't support rendering to YCbCr images */
assert(format->plane_count == 1);
uint32_t internal_type, internal_bpp;
v3d_X((&device->devinfo), get_internal_type_bpp_for_output_format)
(format->planes[0].rt_type, &internal_type, &internal_bpp);
max_internal_bpp = MAX2(max_internal_bpp, internal_bpp);
total_color_bpp += 4 * v3d_internal_bpp_words(internal_bpp);
}
/* If requested, double-buffer may or may not be enabled depending on
* heuristics so we choose a conservative granularity here, with it disabled.
*/
uint32_t width, height;
v3d_choose_tile_size(&device->devinfo, count,
max_internal_bpp, total_color_bpp, msaa,
false /* double-buffer */, &width, &height);
*granularity = (VkExtent2D) {
.width = width,
.height = height
};
}
static void
subpass_get_granularity(struct v3dv_device *device,
struct v3dv_render_pass *pass,
uint32_t subpass_idx,
VkExtent2D *granularity)
{
/* Granularity is defined by the tile size */
assert(subpass_idx < pass->subpass_count);
struct v3dv_subpass *subpass = &pass->subpasses[subpass_idx];
const uint32_t subpass_color_count = subpass->color_count;
assert(subpass_color_count <= V3D_MAX_DRAW_BUFFERS);
VkFormat formats[V3D_MAX_DRAW_BUFFERS];
bool msaa = false;
uint32_t color_count = 0;
for (uint32_t i = 0; i < subpass_color_count; i++) {
uint32_t attachment_idx = subpass->color_attachments[i].attachment;
if (attachment_idx == VK_ATTACHMENT_UNUSED)
continue;
const VkAttachmentDescription2 *desc =
&pass->attachments[attachment_idx].desc;
formats[color_count++] = desc->format;
if (desc->samples > VK_SAMPLE_COUNT_1_BIT)
msaa = true;
}
get_granularity(device, color_count, formats, msaa, granularity);
}
VKAPI_ATTR void VKAPI_CALL
v3dv_GetRenderAreaGranularity(VkDevice _device,
VkRenderPass renderPass,
VkExtent2D *pGranularity)
{
V3DV_FROM_HANDLE(v3dv_render_pass, pass, renderPass);
V3DV_FROM_HANDLE(v3dv_device, device, _device);
*pGranularity = (VkExtent2D) {
.width = 64,
.height = 64,
};
for (uint32_t i = 0; i < pass->subpass_count; i++) {
VkExtent2D sg;
subpass_get_granularity(device, pass, i, &sg);
pGranularity->width = MIN2(pGranularity->width, sg.width);
pGranularity->height = MIN2(pGranularity->height, sg.height);
}
}
/* This is for dynamic rendering, introduced with VK_KHR_maintenance5 */
VKAPI_ATTR void VKAPI_CALL
v3dv_GetRenderingAreaGranularityKHR(VkDevice _device,
const VkRenderingAreaInfoKHR *pRenderingAreaInfo,
VkExtent2D *pGranularity)
{
V3DV_FROM_HANDLE(v3dv_device, device, _device);
/* Since VkRenderingAreaInfoKHR doesn't include information about MSAA we
* choose to compute granularity as if it was disabled which would give us
* the largest granularity (worst case).
*/
get_granularity(device,
pRenderingAreaInfo->colorAttachmentCount,
pRenderingAreaInfo->pColorAttachmentFormats,
false /* msaa */,
pGranularity);
}
/* Checks whether the render area rectangle covers a region that is aligned to
* tile boundaries. This means that we are writing to all pixels covered by
* all tiles in that area (except for pixels on edge tiles that are outside
* the framebuffer dimensions).
*
* When our framebuffer is aligned to tile boundaries we know we are writing
* valid data to all all pixels in each tile and we can apply certain
* optimizations, like avoiding tile loads, since we know that none of the
* original pixel values in each tile for that area need to be preserved.
* We also use this to decide if we can use TLB clears, as these clear whole
* tiles so we can't use them if the render area is not aligned.
*
* Note that when an image is created it will possibly include padding blocks
* depending on its tiling layout. When the framebuffer dimensions are not
* aligned to tile boundaries then edge tiles are only partially covered by the
* framebuffer pixels, but tile stores still seem to store full tiles
* writing to the padded sections. This is important when the framebuffer
* is aliasing a smaller section of a larger image, as in that case the edge
* tiles of the framebuffer would overwrite valid pixels in the larger image.
* In that case, we can't flag the area as being aligned.
*/
bool
v3dv_subpass_area_is_tile_aligned(struct v3dv_device *device,
const VkRect2D *area,
struct v3dv_framebuffer *fb,
struct v3dv_render_pass *pass,
uint32_t subpass_idx)
{
assert(subpass_idx < pass->subpass_count);
VkExtent2D granularity;
subpass_get_granularity(device, pass, subpass_idx, &granularity);
return area->offset.x % granularity.width == 0 &&
area->offset.y % granularity.height == 0 &&
(area->extent.width % granularity.width == 0 ||
(fb->has_edge_padding &&
area->offset.x + area->extent.width >= fb->width)) &&
(area->extent.height % granularity.height == 0 ||
(fb->has_edge_padding &&
area->offset.y + area->extent.height >= fb->height));
}
static void
setup_dynamic_attachment(struct v3dv_device *device,
struct v3dv_render_pass_attachment *att,
const VkRenderingAttachmentInfo *info,
bool is_stencil,
bool is_resolve)
{
struct v3dv_image_view *view = v3dv_image_view_from_handle(info->imageView);
VkAttachmentLoadOp load_op, stencil_load_op;
VkAttachmentStoreOp store_op, stencil_store_op;
if (!is_stencil) {
stencil_load_op = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
stencil_store_op = VK_ATTACHMENT_STORE_OP_DONT_CARE;
if (!is_resolve) {
load_op = info->loadOp;
store_op = info->storeOp;
} else {
load_op = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
store_op = VK_ATTACHMENT_STORE_OP_STORE;
}
} else {
load_op = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
store_op = VK_ATTACHMENT_STORE_OP_DONT_CARE;
if (!is_resolve) {
stencil_load_op = info->loadOp;
stencil_store_op = info->storeOp;
} else {
stencil_load_op = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
stencil_store_op = VK_ATTACHMENT_STORE_OP_STORE;
}
}
att->desc = (VkAttachmentDescription2) {
.sType = VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2,
.flags = 0,
.format = view->vk.format,
.samples = view->vk.image->samples,
.loadOp = load_op,
.storeOp = store_op,
.stencilLoadOp = stencil_load_op,
.stencilStoreOp = stencil_store_op,
.initialLayout = info->imageLayout,
.finalLayout = info->imageLayout,
};
if (is_resolve)
set_try_tlb_resolve(device, att);
}
void
v3dv_setup_dynamic_render_pass(struct v3dv_cmd_buffer *cmd_buffer,
const VkRenderingInfoKHR *info)
{
struct v3dv_device *device = cmd_buffer->device;
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
struct v3dv_render_pass *pass = &state->dynamic_pass;
struct v3dv_subpass *subpass = &state->dynamic_subpass;
struct v3dv_render_pass_attachment *pass_attachments =
&state->dynamic_attachments[0];
struct v3dv_subpass_attachment *subpass_attachments =
&state->dynamic_subpass_attachments[0];
memset(pass, 0, sizeof(*pass));
memset(subpass, 0, sizeof(*subpass));
memset(pass_attachments, 0, sizeof(state->dynamic_subpass_attachments));
memset(subpass_attachments, 0, sizeof(state->dynamic_subpass_attachments));
vk_object_base_init(&device->vk, (struct vk_object_base *) pass,
VK_OBJECT_TYPE_RENDER_PASS);
pass->attachments = pass_attachments;
pass->subpass_attachments = subpass_attachments;
subpass->view_mask = info->viewMask;
subpass->color_count = info->colorAttachmentCount;
subpass->color_attachments = &subpass_attachments[0];
subpass->resolve_attachments = &subpass_attachments[subpass->color_count];
pass->multiview_enabled = info->viewMask != 0;
pass->subpass_count = 1;
pass->subpasses = subpass;
int a = 0;
for (int i = 0; i < info->colorAttachmentCount; i++) {
struct v3dv_render_pass_attachment *att = &pass->attachments[a];
const VkRenderingAttachmentInfo *att_info = &info->pColorAttachments[i];
if (att_info->imageView == VK_NULL_HANDLE) {
subpass->color_attachments[i].attachment = VK_ATTACHMENT_UNUSED;
subpass->resolve_attachments[i].attachment = VK_ATTACHMENT_UNUSED;
continue;
}
setup_dynamic_attachment(device, att, att_info, false, false);
subpass->color_attachments[i].attachment = a++;
subpass->color_attachments[i].layout = att_info->imageLayout;
if (att_info->resolveMode != VK_RESOLVE_MODE_NONE) {
struct v3dv_render_pass_attachment *resolve_att = &pass->attachments[a];
setup_dynamic_attachment(device, resolve_att, att_info, false, true);
subpass->resolve_attachments[i].attachment = a++;
subpass->resolve_attachments[i].layout = att_info->resolveImageLayout;
} else {
subpass->resolve_attachments[i].attachment = VK_ATTACHMENT_UNUSED;
}
}
bool has_depth = info->pDepthAttachment &&
info->pDepthAttachment->imageView != VK_NULL_HANDLE;
bool has_stencil = info->pStencilAttachment &&
info->pStencilAttachment->imageView != VK_NULL_HANDLE;
if (has_depth || has_stencil) {
struct v3dv_render_pass_attachment *att = &pass->attachments[a];
subpass->ds_attachment.attachment = a++;
bool has_depth_resolve = false;
bool has_stencil_resolve = false;
if (has_depth) {
setup_dynamic_attachment(device, att, info->pDepthAttachment,
false, false);
subpass->ds_attachment.layout = info->pDepthAttachment->imageLayout;
has_depth_resolve =
info->pDepthAttachment->resolveMode != VK_RESOLVE_MODE_NONE;
}
if (has_stencil) {
if (has_depth) {
att->desc.stencilLoadOp = info->pStencilAttachment->loadOp;
att->desc.stencilStoreOp = info->pStencilAttachment->storeOp;
} else {
setup_dynamic_attachment(device, att, info->pStencilAttachment,
true, false);
subpass->ds_attachment.layout =
info->pStencilAttachment->imageLayout;
}
has_stencil_resolve =
info->pStencilAttachment->resolveMode != VK_RESOLVE_MODE_NONE;
}
if (has_depth_resolve || has_stencil_resolve) {
struct v3dv_render_pass_attachment *att = &pass->attachments[a];
subpass->ds_resolve_attachment.attachment = a++;
if (has_depth_resolve) {
setup_dynamic_attachment(device, att, info->pDepthAttachment,
false, true);
subpass->ds_resolve_attachment.layout =
info->pDepthAttachment->resolveImageLayout;
subpass->resolve_depth = true;
}
if (has_stencil_resolve) {
if (has_depth_resolve) {
att->desc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
att->desc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
} else {
setup_dynamic_attachment(device, att, info->pStencilAttachment,
true, true);
subpass->ds_resolve_attachment.layout =
info->pStencilAttachment->resolveImageLayout;
}
subpass->resolve_stencil = true;
}
} else {
subpass->ds_resolve_attachment.attachment = VK_ATTACHMENT_UNUSED;
}
} else {
subpass->ds_attachment.attachment = VK_ATTACHMENT_UNUSED;
}
check_do_depth_stencil_clear_with_draw(device, pass, subpass);
pass->attachment_count = a;
}
void
v3dv_setup_dynamic_render_pass_inheritance(struct v3dv_cmd_buffer *cmd_buffer,
const VkCommandBufferInheritanceRenderingInfo *info)
{
struct v3dv_device *device = cmd_buffer->device;
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
struct v3dv_render_pass *pass = &state->dynamic_pass;
struct v3dv_subpass *subpass = &state->dynamic_subpass;
struct v3dv_render_pass_attachment *pass_attachments =
&state->dynamic_attachments[0];
struct v3dv_subpass_attachment *subpass_attachments =
&state->dynamic_subpass_attachments[0];
memset(pass, 0, sizeof(*pass));
memset(subpass, 0, sizeof(*subpass));
memset(pass_attachments, 0, sizeof(state->dynamic_subpass_attachments));
memset(subpass_attachments, 0, sizeof(state->dynamic_subpass_attachments));
vk_object_base_init(&device->vk, (struct vk_object_base *) pass,
VK_OBJECT_TYPE_RENDER_PASS);
pass->attachments = pass_attachments;
pass->subpass_attachments = subpass_attachments;
subpass->view_mask = info->viewMask;
subpass->color_count = info->colorAttachmentCount;
subpass->color_attachments = &subpass_attachments[0];
subpass->resolve_attachments = NULL;
pass->multiview_enabled = info->viewMask != 0;
pass->subpass_count = 1;
pass->subpasses = subpass;
int a = 0;
for (int i = 0; i < info->colorAttachmentCount; i++) {
struct v3dv_render_pass_attachment *att = &pass->attachments[a];
const VkFormat format = info->pColorAttachmentFormats[i];
if (format == VK_FORMAT_UNDEFINED) {
subpass->color_attachments[i].attachment = VK_ATTACHMENT_UNUSED;
continue;
}
/* We don't have info about load/store, so we assume we load and we
* store.
*/
att->desc.format = format;
att->desc.samples = info->rasterizationSamples;
att->desc.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
att->desc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
att->desc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
att->desc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
subpass->color_attachments[i].attachment = a++;
}
if (info->depthAttachmentFormat != VK_FORMAT_UNDEFINED ||
info->stencilAttachmentFormat != VK_FORMAT_UNDEFINED) {
struct v3dv_render_pass_attachment *att = &pass->attachments[a];
att->desc.format = info->depthAttachmentFormat != VK_FORMAT_UNDEFINED ?
info->depthAttachmentFormat : info->stencilAttachmentFormat;
att->desc.samples = info->rasterizationSamples;
if (vk_format_has_depth(att->desc.format)) {
att->desc.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
att->desc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
} else {
att->desc.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
att->desc.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
}
if (vk_format_has_stencil(att->desc.format)) {
att->desc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
att->desc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
} else {
att->desc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
att->desc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
}
subpass->ds_attachment.attachment = a++;
} else {
subpass->ds_attachment.attachment = VK_ATTACHMENT_UNUSED;
}
pass->attachment_count = a;
}