v3dv: remove sRGB blending workaround

This reverts commits 4c15131b1d and
1cf36797bf.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11377>
This commit is contained in:
Charlie
2021-06-14 22:54:26 +01:00
committed by Marge Bot
parent 70d3ba1b68
commit 9753dec07d
3 changed files with 3 additions and 32 deletions
+2 -22
View File
@@ -4354,9 +4354,8 @@ emit_index_buffer(struct v3dv_cmd_buffer *cmd_buffer)
static void
cmd_buffer_emit_pre_draw(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline;
assert(pipeline);
assert(!(pipeline->active_stages & VK_SHADER_STAGE_COMPUTE_BIT));
assert(cmd_buffer->state.gfx.pipeline);
assert(!(cmd_buffer->state.gfx.pipeline->active_stages & VK_SHADER_STAGE_COMPUTE_BIT));
/* If we emitted a pipeline barrier right before this draw we won't have
* an active job. In that case, create a new job continuing the current
@@ -4370,25 +4369,6 @@ cmd_buffer_emit_pre_draw(struct v3dv_cmd_buffer *cmd_buffer)
/* Restart single sample job for MSAA pipeline if needed */
cmd_buffer_restart_job_for_msaa_if_needed(cmd_buffer);
/* Enable always flush if we are blending to sRGB render targets. This
* fixes test failures in:
* dEQP-VK.pipeline.blend.format.r8g8b8a8_srgb.*
*
* FIXME: not sure why we need this. The tile buffer is always linear, with
* conversion from/to sRGB happening on tile load/store operations. This
* means that when we enable flushing the only difference is that we convert
* to sRGB on the store after each draw call and we convert from sRGB on the
* load before each draw call, but the blend happens in linear format in the
* tile buffer anyway, which is the same scenario as if we didn't flush.
*/
assert(pipeline->subpass);
assert(cmd_buffer->state.job);
if (pipeline->subpass->has_srgb_rt && pipeline->blend.enables) {
cmd_buffer->state.job->always_flush = true;
perf_debug("flushing draw calls for subpass %d because bound pipeline "
"uses sRGB blending\n", cmd_buffer->state.subpass_idx);
}
/* If the job is configured to flush on every draw call we need to create
* a new job now.
*/
+1 -8
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@@ -22,7 +22,6 @@
*/
#include "v3dv_private.h"
#include "vk_format_info.h"
static uint32_t
num_subpass_attachments(const VkSubpassDescription *desc)
@@ -175,16 +174,10 @@ v3dv_CreateRenderPass(VkDevice _device,
p += desc->colorAttachmentCount;
for (uint32_t j = 0; j < desc->colorAttachmentCount; j++) {
const uint32_t attachment_idx =
desc->pColorAttachments[j].attachment;
subpass->color_attachments[j] = (struct v3dv_subpass_attachment) {
.attachment = attachment_idx,
.attachment = desc->pColorAttachments[j].attachment,
.layout = desc->pColorAttachments[j].layout,
};
if (attachment_idx != VK_ATTACHMENT_UNUSED) {
VkFormat format = pass->attachments[attachment_idx].desc.format;
subpass->has_srgb_rt |= vk_format_is_srgb(format);
}
}
}
-2
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@@ -585,8 +585,6 @@ struct v3dv_subpass {
struct v3dv_subpass_attachment ds_attachment;
bool has_srgb_rt;
/* If we need to emit the clear of the depth/stencil attachment using a
* a draw call instead of using the TLB (GFXH-1461).
*/