v3dv: handle stencil load/store operations
We were using the ones defined for the depth aspect. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
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@@ -1088,6 +1088,7 @@ cmd_buffer_render_pass_emit_loads(struct v3dv_cmd_buffer *cmd_buffer,
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state->job->first_subpass > ds_attachment->first_subpass ||
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state->job->is_subpass_continue ||
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ds_attachment->desc.loadOp == VK_ATTACHMENT_LOAD_OP_LOAD ||
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ds_attachment->desc.stencilLoadOp == VK_ATTACHMENT_LOAD_OP_LOAD ||
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!state->tile_aligned_render_area;
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if (needs_load) {
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@@ -1208,7 +1209,8 @@ cmd_buffer_render_pass_emit_stores(struct v3dv_cmd_buffer *cmd_buffer,
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* not want to do that. We might want to consider emitting clears for
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* all RTs needing clearing just once ahead of the first subpass.
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*/
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bool needs_ds_clear = false;
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bool needs_depth_clear = false;
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bool needs_stencil_clear = false;
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uint32_t ds_attachment_idx = subpass->ds_attachment.attachment;
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if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) {
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const struct v3dv_render_pass_attachment *ds_attachment =
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@@ -1218,31 +1220,53 @@ cmd_buffer_render_pass_emit_stores(struct v3dv_cmd_buffer *cmd_buffer,
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assert(state->subpass_idx >= ds_attachment->first_subpass);
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assert(state->subpass_idx <= ds_attachment->last_subpass);
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/* From the Vulkan spec, VkImageSubresourceRange:
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*
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* "When an image view of a depth/stencil image is used as a
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* depth/stencil framebuffer attachment, the aspectMask is ignored
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* and both depth and stencil image subresources are used."
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*
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* So we ignore the aspects from the subresource range of the image view
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* for the depth/stencil attachment, but we still need to restrict this
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* to aspects that actually exist in the image.
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*/
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const VkImageAspectFlags aspects =
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vk_format_aspects(ds_attachment->desc.format);
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/* Only clear once on the first subpass that uses the attachment */
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needs_ds_clear =
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needs_depth_clear =
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(aspects & VK_IMAGE_ASPECT_DEPTH_BIT) &&
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state->tile_aligned_render_area &&
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state->job->first_subpass == ds_attachment->first_subpass &&
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ds_attachment->desc.loadOp == VK_ATTACHMENT_LOAD_OP_CLEAR &&
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!state->job->is_subpass_continue;
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/* Skip the last store if it is not required */
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bool needs_ds_store =
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state->subpass_idx < ds_attachment->last_subpass ||
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ds_attachment->desc.storeOp == VK_ATTACHMENT_STORE_OP_STORE ||
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needs_ds_clear ||
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!state->job->is_subpass_finish;
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needs_stencil_clear =
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(aspects & VK_IMAGE_ASPECT_STENCIL_BIT) &&
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state->tile_aligned_render_area &&
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state->job->first_subpass == ds_attachment->first_subpass &&
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ds_attachment->desc.stencilLoadOp == VK_ATTACHMENT_LOAD_OP_CLEAR &&
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!state->job->is_subpass_continue;
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/* Skip the last store if it is not required */
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bool needs_depth_store =
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(aspects & VK_IMAGE_ASPECT_DEPTH_BIT) &&
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(state->subpass_idx < ds_attachment->last_subpass ||
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ds_attachment->desc.storeOp == VK_ATTACHMENT_STORE_OP_STORE ||
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needs_depth_clear ||
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!state->job->is_subpass_finish);
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bool needs_stencil_store =
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(aspects & VK_IMAGE_ASPECT_STENCIL_BIT) &&
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(state->subpass_idx < ds_attachment->last_subpass ||
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ds_attachment->desc.stencilStoreOp == VK_ATTACHMENT_STORE_OP_STORE ||
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needs_stencil_clear ||
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!state->job->is_subpass_finish);
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bool needs_ds_clear = needs_stencil_clear || needs_depth_clear;
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bool needs_ds_store = needs_stencil_store || needs_depth_store;
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if (needs_ds_store) {
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struct v3dv_image_view *iview =
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state->framebuffer->attachments[ds_attachment_idx];
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/* From the Vulkan spec:
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*
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* "When an image view of a depth/stencil image is used as a
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* depth/stencil framebuffer attachment, the aspectMask is ignored
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* and both depth and stencil image subresources are used."
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*/
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const uint32_t zs_buffer =
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v3dv_zs_buffer_from_vk_format(iview->image->vk_format);
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uint32_t zs_buffer = v3dv_zs_buffer_from_aspect_bits(aspects);
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cmd_buffer_render_pass_emit_store(cmd_buffer, cl,
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ds_attachment_idx, layer,
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zs_buffer, needs_ds_clear);
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@@ -1258,7 +1282,7 @@ cmd_buffer_render_pass_emit_stores(struct v3dv_cmd_buffer *cmd_buffer,
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}
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/* FIXME: see fixme remark for depth/stencil above */
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if (needs_ds_clear) {
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if (needs_depth_clear && needs_stencil_clear) {
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cl_emit(cl, CLEAR_TILE_BUFFERS, clear) {
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clear.clear_z_stencil_buffer = true;
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clear.clear_all_render_targets = true;
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