anv/meta: Rewrite clear code
Fixes Crucible test "func.clear.load-clear.attachments-8".
The old clear code, when clearing attachments for
VK_ATTACHMENT_LOAD_OP_CLEAR, suffered from some fundamental bugs. The
bugs were not fixable with the old code's approach.
- It assumed that a VkRenderPass contained at most one depthstencil
attachment.
- It tried to clear all attachments (color and the sole
depthstencil) with a single instanced draw call, using the VUE
header's RenderTargetArrayIndex to specify the instance's target
color attachment. But the RenderTargetArrayIndex does not select
entries in the binding table; it only selects an array index of
a singled layered surface.
- If at least one attachment of VkRenderPass had
VK_ATTACHMENT_LOAD_OP_CLEAR,
then the old code cleared *all* attachments. This was
a consequence of using a single draw call and single pipeline for
the clear.
The new clear code fixes those bugs by making a separate draw call for
each attachment, and using one pipeline when clearing color attachments
and a different pipeline for depth attachments.
The new code, like the old code, does not clear stencil attachments. It
is left as a FINISHME.
This commit is contained in:
@@ -1303,9 +1303,7 @@ anv_device_init_meta(struct anv_device *device)
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void
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anv_device_finish_meta(struct anv_device *device)
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{
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/* Clear */
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anv_DestroyPipeline(anv_device_to_handle(device),
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device->meta_state.clear.pipeline);
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anv_device_finish_meta_clear_state(device);
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/* Blit */
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anv_DestroyRenderPass(anv_device_to_handle(device),
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+484
-290
@@ -26,286 +26,140 @@
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#include "anv_nir_builder.h"
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#include "anv_private.h"
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struct clear_instance_data {
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/** Vertex attributes for color clears. */
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struct color_clear_vattrs {
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struct anv_vue_header vue_header;
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float position[2]; /**< 3DPRIM_RECTLIST */
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VkClearColorValue color;
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};
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/** Vertex attributes for depth clears. */
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struct depth_clear_vattrs {
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struct anv_vue_header vue_header;
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float position[2]; /*<< 3DPRIM_RECTLIST */
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};
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static void
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meta_emit_clear(struct anv_cmd_buffer *cmd_buffer,
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int num_instances,
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struct clear_instance_data *instance_data,
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VkClearDepthStencilValue ds_clear_value)
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meta_clear_begin(struct anv_meta_saved_state *saved_state,
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struct anv_cmd_buffer *cmd_buffer)
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{
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struct anv_device *device = cmd_buffer->device;
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struct anv_framebuffer *fb = cmd_buffer->state.framebuffer;
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struct anv_state state;
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uint32_t size;
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anv_meta_save(saved_state, cmd_buffer,
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(1 << VK_DYNAMIC_STATE_VIEWPORT) |
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(1 << VK_DYNAMIC_STATE_SCISSOR));
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const float vertex_data[] = {
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/* Rect-list coordinates */
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0.0, 0.0, ds_clear_value.depth,
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fb->width, 0.0, ds_clear_value.depth,
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fb->width, fb->height, ds_clear_value.depth,
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/* Align to 16 bytes */
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0.0, 0.0, 0.0,
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};
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size = sizeof(vertex_data) + num_instances * sizeof(*instance_data);
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state = anv_cmd_buffer_alloc_dynamic_state(cmd_buffer, size, 16);
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/* Copy in the vertex and instance data */
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memcpy(state.map, vertex_data, sizeof(vertex_data));
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memcpy(state.map + sizeof(vertex_data), instance_data,
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num_instances * sizeof(*instance_data));
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struct anv_buffer vertex_buffer = {
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.device = cmd_buffer->device,
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.size = size,
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.bo = &device->dynamic_state_block_pool.bo,
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.offset = state.offset
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};
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anv_CmdBindVertexBuffers(anv_cmd_buffer_to_handle(cmd_buffer), 0, 2,
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(VkBuffer[]) {
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anv_buffer_to_handle(&vertex_buffer),
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anv_buffer_to_handle(&vertex_buffer)
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},
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(VkDeviceSize[]) {
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0,
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sizeof(vertex_data)
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});
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if (cmd_buffer->state.pipeline != anv_pipeline_from_handle(device->meta_state.clear.pipeline))
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anv_CmdBindPipeline(anv_cmd_buffer_to_handle(cmd_buffer),
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VK_PIPELINE_BIND_POINT_GRAPHICS,
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device->meta_state.clear.pipeline);
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ANV_CALL(CmdDraw)(anv_cmd_buffer_to_handle(cmd_buffer),
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3, num_instances, 0, 0);
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}
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void
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anv_cmd_buffer_clear_attachments(struct anv_cmd_buffer *cmd_buffer,
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struct anv_render_pass *pass,
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const VkClearValue *clear_values)
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{
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struct anv_meta_saved_state saved_state;
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if (pass->has_stencil_clear_attachment)
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anv_finishme("stencil clear");
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/* FINISHME: Rethink how we count clear attachments in light of
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* 0.138.2 -> 0.170.2 diff.
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*/
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if (pass->num_color_clear_attachments == 0 &&
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!pass->has_depth_clear_attachment)
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return;
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struct clear_instance_data instance_data[pass->num_color_clear_attachments];
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uint32_t color_attachments[pass->num_color_clear_attachments];
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uint32_t ds_attachment = VK_ATTACHMENT_UNUSED;
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VkClearDepthStencilValue ds_clear_value = {0};
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int layer = 0;
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for (uint32_t i = 0; i < pass->attachment_count; i++) {
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const struct anv_render_pass_attachment *att = &pass->attachments[i];
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if (anv_format_is_color(att->format)) {
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if (att->load_op == VK_ATTACHMENT_LOAD_OP_CLEAR) {
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instance_data[layer] = (struct clear_instance_data) {
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.vue_header = {
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.RTAIndex = i,
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.ViewportIndex = 0,
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.PointWidth = 0.0
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},
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.color = clear_values[i].color,
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};
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color_attachments[layer] = i;
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layer++;
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}
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} else {
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if (att->format->depth_format &&
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att->load_op == VK_ATTACHMENT_LOAD_OP_CLEAR) {
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assert(ds_attachment == VK_ATTACHMENT_UNUSED);
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ds_attachment = i;
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ds_clear_value = clear_values[ds_attachment].depthStencil;
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}
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if (att->format->has_stencil &&
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att->stencil_load_op == VK_ATTACHMENT_LOAD_OP_CLEAR) {
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anv_finishme("stencil clear");
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}
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}
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}
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anv_meta_save(&saved_state, cmd_buffer,
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(1 << VK_DYNAMIC_STATE_VIEWPORT));
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cmd_buffer->state.dynamic.viewport.count = 0;
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struct anv_subpass subpass = {
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.input_count = 0,
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.color_count = pass->num_color_clear_attachments,
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.color_attachments = color_attachments,
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.depth_stencil_attachment = ds_attachment,
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};
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anv_cmd_buffer_begin_subpass(cmd_buffer, &subpass);
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meta_emit_clear(cmd_buffer, pass->num_color_clear_attachments,
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instance_data, ds_clear_value);
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anv_meta_restore(&saved_state, cmd_buffer);
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cmd_buffer->state.dynamic.scissor.count = 0;
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}
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static nir_shader *
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build_nir_vertex_shader(void)
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static void
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meta_clear_end(struct anv_meta_saved_state *saved_state,
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struct anv_cmd_buffer *cmd_buffer)
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{
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nir_builder b;
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const struct glsl_type *vertex_type = glsl_vec4_type();
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nir_builder_init_simple_shader(&b, MESA_SHADER_VERTEX);
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nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
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vertex_type, "a_pos");
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pos_in->data.location = VERT_ATTRIB_GENERIC0;
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nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
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vertex_type, "gl_Position");
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pos_in->data.location = VARYING_SLOT_POS;
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nir_copy_var(&b, pos_out, pos_in);
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/* Add one more pass-through attribute. For clear shaders, this is used
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* to store the color and for blit shaders it's the texture coordinate.
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*/
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const struct glsl_type *attr_type = glsl_vec4_type();
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nir_variable *attr_in = nir_variable_create(b.shader, nir_var_shader_in,
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attr_type, "a_attr");
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attr_in->data.location = VERT_ATTRIB_GENERIC1;
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nir_variable *attr_out = nir_variable_create(b.shader, nir_var_shader_out,
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attr_type, "v_attr");
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attr_out->data.location = VARYING_SLOT_VAR0;
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attr_out->data.interpolation = INTERP_QUALIFIER_FLAT;
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nir_copy_var(&b, attr_out, attr_in);
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return b.shader;
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anv_meta_restore(saved_state, cmd_buffer);
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}
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static nir_shader *
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build_nir_clear_fragment_shader(void)
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static void
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build_color_shaders(struct nir_shader **out_vs,
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struct nir_shader **out_fs)
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{
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nir_builder b;
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nir_builder vs_b;
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nir_builder fs_b;
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nir_builder_init_simple_shader(&vs_b, MESA_SHADER_VERTEX);
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nir_builder_init_simple_shader(&fs_b, MESA_SHADER_FRAGMENT);
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const struct glsl_type *position_type = glsl_vec4_type();
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const struct glsl_type *color_type = glsl_vec4_type();
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nir_builder_init_simple_shader(&b, MESA_SHADER_FRAGMENT);
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nir_variable *vs_in_pos =
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nir_variable_create(vs_b.shader, nir_var_shader_in, position_type,
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"a_position");
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vs_in_pos->data.location = VERT_ATTRIB_GENERIC0;
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nir_variable *color_in = nir_variable_create(b.shader, nir_var_shader_in,
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color_type, "v_attr");
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color_in->data.location = VARYING_SLOT_VAR0;
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color_in->data.interpolation = INTERP_QUALIFIER_FLAT;
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nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out,
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color_type, "f_color");
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color_out->data.location = FRAG_RESULT_DATA0;
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nir_copy_var(&b, color_out, color_in);
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nir_variable *vs_out_pos =
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nir_variable_create(vs_b.shader, nir_var_shader_out, position_type,
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"gl_Position");
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vs_out_pos->data.location = VARYING_SLOT_POS;
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return b.shader;
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nir_variable *vs_in_color =
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nir_variable_create(vs_b.shader, nir_var_shader_in, color_type,
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"a_color");
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vs_in_color->data.location = VERT_ATTRIB_GENERIC1;
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nir_variable *vs_out_color =
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nir_variable_create(vs_b.shader, nir_var_shader_out, color_type,
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"v_color");
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vs_out_color->data.location = VARYING_SLOT_VAR0;
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vs_out_color->data.interpolation = INTERP_QUALIFIER_FLAT;
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nir_variable *fs_in_color =
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nir_variable_create(fs_b.shader, nir_var_shader_in, color_type,
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"v_color");
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fs_in_color->data.location = vs_out_color->data.location;
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fs_in_color->data.interpolation = vs_out_color->data.interpolation;
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nir_variable *fs_out_color =
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nir_variable_create(fs_b.shader, nir_var_shader_out, color_type,
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"f_color");
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fs_out_color->data.location = FRAG_RESULT_DATA0;
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nir_copy_var(&vs_b, vs_out_pos, vs_in_pos);
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nir_copy_var(&vs_b, vs_out_color, vs_in_color);
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nir_copy_var(&fs_b, fs_out_color, fs_in_color);
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*out_vs = vs_b.shader;
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*out_fs = fs_b.shader;
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}
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void
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anv_device_init_meta_clear_state(struct anv_device *device)
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static struct anv_pipeline *
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create_pipeline(struct anv_device *device,
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struct nir_shader *vs_nir,
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struct nir_shader *fs_nir,
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const VkPipelineVertexInputStateCreateInfo *vi_state,
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const VkPipelineDepthStencilStateCreateInfo *ds_state,
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const VkPipelineColorBlendStateCreateInfo *cb_state)
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{
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struct anv_shader_module vsm = {
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.nir = build_nir_vertex_shader(),
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};
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VkDevice device_h = anv_device_to_handle(device);
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struct anv_shader_module fsm = {
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.nir = build_nir_clear_fragment_shader(),
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};
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struct anv_shader_module vs_m = { .nir = vs_nir };
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struct anv_shader_module fs_m = { .nir = fs_nir };
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VkShader vs;
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anv_CreateShader(anv_device_to_handle(device),
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VkShader vs_h;
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ANV_CALL(CreateShader)(device_h,
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&(VkShaderCreateInfo) {
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.sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO,
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.module = anv_shader_module_to_handle(&vsm),
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.module = anv_shader_module_to_handle(&vs_m),
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.pName = "main",
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}, &vs);
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VkShader fs;
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anv_CreateShader(anv_device_to_handle(device),
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&(VkShaderCreateInfo) {
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.sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO,
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.module = anv_shader_module_to_handle(&fsm),
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.pName = "main",
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}, &fs);
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/* We use instanced rendering to clear multiple render targets. We have two
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* vertex buffers: the first vertex buffer holds per-vertex data and
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* provides the vertices for the clear rectangle. The second one holds
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* per-instance data, which consists of the VUE header (which selects the
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* layer) and the color (Vulkan supports per-RT clear colors).
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*/
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VkPipelineVertexInputStateCreateInfo vi_create_info = {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
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.bindingCount = 2,
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.pVertexBindingDescriptions = (VkVertexInputBindingDescription[]) {
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{
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.binding = 0,
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.strideInBytes = 12,
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.stepRate = VK_VERTEX_INPUT_STEP_RATE_VERTEX
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},
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{
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.binding = 1,
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.strideInBytes = 32,
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.stepRate = VK_VERTEX_INPUT_STEP_RATE_INSTANCE
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},
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},
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.attributeCount = 3,
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.pVertexAttributeDescriptions = (VkVertexInputAttributeDescription[]) {
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{
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/* VUE Header */
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.location = 0,
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.binding = 1,
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.format = VK_FORMAT_R32G32B32A32_UINT,
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.offsetInBytes = 0
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},
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{
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/* Position */
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.location = 1,
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.binding = 0,
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.format = VK_FORMAT_R32G32B32_SFLOAT,
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.offsetInBytes = 0
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},
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{
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/* Color */
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.location = 2,
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.binding = 1,
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.format = VK_FORMAT_R32G32B32A32_SFLOAT,
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.offsetInBytes = 16
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}
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}
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};
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&vs_h);
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anv_graphics_pipeline_create(anv_device_to_handle(device),
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VkShader fs_h;
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ANV_CALL(CreateShader)(device_h,
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&(VkShaderCreateInfo) {
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.sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO,
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.module = anv_shader_module_to_handle(&fs_m),
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.pName = "main",
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},
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&fs_h);
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VkPipeline pipeline_h;
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anv_graphics_pipeline_create(device_h,
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&(VkGraphicsPipelineCreateInfo) {
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.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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.stageCount = 2,
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.pStages = (VkPipelineShaderStageCreateInfo[]) {
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.stage = VK_SHADER_STAGE_VERTEX,
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.shader = vs,
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.pSpecializationInfo = NULL
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}, {
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.shader = vs_h,
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},
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.stage = VK_SHADER_STAGE_FRAGMENT,
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.shader = fs,
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.pSpecializationInfo = NULL,
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}
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.shader = fs_h,
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},
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},
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.pVertexInputState = &vi_create_info,
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.pVertexInputState = vi_state,
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.pInputAssemblyState = &(VkPipelineInputAssemblyStateCreateInfo) {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
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.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,
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@@ -314,47 +168,34 @@ anv_device_init_meta_clear_state(struct anv_device *device)
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.pViewportState = &(VkPipelineViewportStateCreateInfo) {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
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.viewportCount = 1,
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.pViewports = NULL, /* dynamic */
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.scissorCount = 1,
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.pScissors = NULL, /* dynamic */
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},
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.pRasterState = &(VkPipelineRasterStateCreateInfo) {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTER_STATE_CREATE_INFO,
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.depthClipEnable = true,
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.depthClipEnable = false,
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.rasterizerDiscardEnable = false,
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.fillMode = VK_FILL_MODE_SOLID,
|
||||
.cullMode = VK_CULL_MODE_NONE,
|
||||
.frontFace = VK_FRONT_FACE_CCW
|
||||
.frontFace = VK_FRONT_FACE_CCW,
|
||||
.depthBiasEnable = false,
|
||||
.depthClipEnable = false,
|
||||
},
|
||||
.pMultisampleState = &(VkPipelineMultisampleStateCreateInfo) {
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
|
||||
.rasterSamples = 1,
|
||||
.rasterSamples = 1, /* FINISHME: Multisampling */
|
||||
.sampleShadingEnable = false,
|
||||
.pSampleMask = (VkSampleMask[]) { UINT32_MAX },
|
||||
},
|
||||
.pDepthStencilState = &(VkPipelineDepthStencilStateCreateInfo) {
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
|
||||
.depthTestEnable = true,
|
||||
.depthWriteEnable = true,
|
||||
.depthCompareOp = VK_COMPARE_OP_ALWAYS,
|
||||
.depthBoundsTestEnable = false,
|
||||
.stencilTestEnable = true,
|
||||
.front = (VkStencilOpState) {
|
||||
.stencilPassOp = VK_STENCIL_OP_REPLACE,
|
||||
.stencilCompareOp = VK_COMPARE_OP_ALWAYS,
|
||||
},
|
||||
.back = (VkStencilOpState) {
|
||||
.stencilPassOp = VK_STENCIL_OP_REPLACE,
|
||||
.stencilCompareOp = VK_COMPARE_OP_ALWAYS,
|
||||
},
|
||||
},
|
||||
.pColorBlendState = &(VkPipelineColorBlendStateCreateInfo) {
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
|
||||
.attachmentCount = 1,
|
||||
.pAttachments = (VkPipelineColorBlendAttachmentState []) {
|
||||
{ .channelWriteMask = VK_CHANNEL_A_BIT |
|
||||
VK_CHANNEL_R_BIT | VK_CHANNEL_G_BIT | VK_CHANNEL_B_BIT },
|
||||
}
|
||||
},
|
||||
.pDepthStencilState = ds_state,
|
||||
.pColorBlendState = cb_state,
|
||||
.pDynamicState = &(VkPipelineDynamicStateCreateInfo) {
|
||||
/* The meta clear pipeline declares all state as dynamic.
|
||||
* As a consequence, vkCmdBindPipeline writes no dynamic state
|
||||
* to the cmd buffer. Therefore, at the end of the meta clear,
|
||||
* we need only restore dynamic state was vkCmdSet.
|
||||
*/
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO,
|
||||
.dynamicStateCount = 9,
|
||||
.pDynamicStates = (VkDynamicState[]) {
|
||||
@@ -379,12 +220,377 @@ anv_device_init_meta_clear_state(struct anv_device *device)
|
||||
.disable_vs = true,
|
||||
.use_rectlist = true
|
||||
},
|
||||
&device->meta_state.clear.pipeline);
|
||||
&pipeline_h);
|
||||
|
||||
anv_DestroyShader(anv_device_to_handle(device), vs);
|
||||
anv_DestroyShader(anv_device_to_handle(device), fs);
|
||||
ralloc_free(vsm.nir);
|
||||
ralloc_free(fsm.nir);
|
||||
ANV_CALL(DestroyShader)(device_h, vs_h);
|
||||
ANV_CALL(DestroyShader)(device_h, fs_h);
|
||||
|
||||
ralloc_free(vs_nir);
|
||||
ralloc_free(fs_nir);
|
||||
|
||||
return anv_pipeline_from_handle(pipeline_h);
|
||||
}
|
||||
|
||||
static void
|
||||
init_color_pipeline(struct anv_device *device)
|
||||
{
|
||||
struct nir_shader *vs_nir;
|
||||
struct nir_shader *fs_nir;
|
||||
build_color_shaders(&vs_nir, &fs_nir);
|
||||
|
||||
const VkPipelineVertexInputStateCreateInfo vi_state = {
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
|
||||
.bindingCount = 1,
|
||||
.pVertexBindingDescriptions = (VkVertexInputBindingDescription[]) {
|
||||
{
|
||||
.binding = 0,
|
||||
.strideInBytes = sizeof(struct color_clear_vattrs),
|
||||
.stepRate = VK_VERTEX_INPUT_STEP_RATE_VERTEX
|
||||
},
|
||||
},
|
||||
.attributeCount = 3,
|
||||
.pVertexAttributeDescriptions = (VkVertexInputAttributeDescription[]) {
|
||||
{
|
||||
/* VUE Header */
|
||||
.location = 0,
|
||||
.binding = 0,
|
||||
.format = VK_FORMAT_R32G32B32A32_UINT,
|
||||
.offsetInBytes = offsetof(struct color_clear_vattrs, vue_header),
|
||||
},
|
||||
{
|
||||
/* Position */
|
||||
.location = 1,
|
||||
.binding = 0,
|
||||
.format = VK_FORMAT_R32G32_SFLOAT,
|
||||
.offsetInBytes = offsetof(struct color_clear_vattrs, position),
|
||||
},
|
||||
{
|
||||
/* Color */
|
||||
.location = 2,
|
||||
.binding = 0,
|
||||
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
|
||||
.offsetInBytes = offsetof(struct color_clear_vattrs, color),
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
const VkPipelineDepthStencilStateCreateInfo ds_state = {
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
|
||||
.depthTestEnable = false,
|
||||
.depthWriteEnable = false,
|
||||
.depthBoundsTestEnable = false,
|
||||
.stencilTestEnable = false,
|
||||
};
|
||||
|
||||
const VkPipelineColorBlendStateCreateInfo cb_state = {
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
|
||||
.alphaToCoverageEnable = false,
|
||||
.alphaToOneEnable = false,
|
||||
.logicOpEnable = false,
|
||||
.attachmentCount = 1,
|
||||
.pAttachments = (VkPipelineColorBlendAttachmentState []) {
|
||||
{
|
||||
.blendEnable = false,
|
||||
.channelWriteMask = VK_CHANNEL_A_BIT |
|
||||
VK_CHANNEL_R_BIT |
|
||||
VK_CHANNEL_G_BIT |
|
||||
VK_CHANNEL_B_BIT,
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
device->meta_state.clear.color_pipeline =
|
||||
create_pipeline(device, vs_nir, fs_nir, &vi_state, &ds_state,
|
||||
&cb_state);
|
||||
}
|
||||
|
||||
static void
|
||||
emit_load_color_clear(struct anv_cmd_buffer *cmd_buffer,
|
||||
uint32_t attachment,
|
||||
VkClearColorValue clear_value)
|
||||
{
|
||||
struct anv_device *device = cmd_buffer->device;
|
||||
VkCmdBuffer cmd_buffer_h = anv_cmd_buffer_to_handle(cmd_buffer);
|
||||
const struct anv_framebuffer *fb = cmd_buffer->state.framebuffer;
|
||||
VkPipeline pipeline_h =
|
||||
anv_pipeline_to_handle(device->meta_state.clear.color_pipeline);
|
||||
|
||||
const struct color_clear_vattrs vertex_data[3] = {
|
||||
{
|
||||
.vue_header = { 0 },
|
||||
.position = { 0.0, 0.0 },
|
||||
.color = clear_value,
|
||||
},
|
||||
{
|
||||
.vue_header = { 0 },
|
||||
.position = { fb->width, 0.0 },
|
||||
.color = clear_value,
|
||||
},
|
||||
{
|
||||
.vue_header = { 0 },
|
||||
.position = { fb->width, fb->height },
|
||||
.color = clear_value,
|
||||
},
|
||||
};
|
||||
|
||||
struct anv_state state =
|
||||
anv_cmd_buffer_alloc_dynamic_state(cmd_buffer, sizeof(vertex_data), 16);
|
||||
memcpy(state.map, vertex_data, sizeof(vertex_data));
|
||||
|
||||
struct anv_buffer vertex_buffer = {
|
||||
.device = device,
|
||||
.size = sizeof(vertex_data),
|
||||
.bo = &device->dynamic_state_block_pool.bo,
|
||||
.offset = state.offset,
|
||||
};
|
||||
|
||||
anv_cmd_buffer_begin_subpass(cmd_buffer,
|
||||
&(struct anv_subpass) {
|
||||
.color_count = 1,
|
||||
.color_attachments = (uint32_t[]) { attachment },
|
||||
.depth_stencil_attachment = VK_ATTACHMENT_UNUSED,
|
||||
});
|
||||
|
||||
ANV_CALL(CmdSetViewport)(cmd_buffer_h, 1,
|
||||
(VkViewport[]) {
|
||||
{
|
||||
.originX = 0,
|
||||
.originY = 0,
|
||||
.width = fb->width,
|
||||
.height = fb->height,
|
||||
.minDepth = 0.0,
|
||||
.maxDepth = 1.0,
|
||||
},
|
||||
});
|
||||
|
||||
ANV_CALL(CmdSetScissor)(cmd_buffer_h, 1,
|
||||
(VkRect2D[]) {
|
||||
{
|
||||
.offset = { 0, 0 },
|
||||
.extent = { fb->width, fb->height },
|
||||
}
|
||||
});
|
||||
|
||||
ANV_CALL(CmdBindVertexBuffers)(cmd_buffer_h, 0, 1,
|
||||
(VkBuffer[]) { anv_buffer_to_handle(&vertex_buffer) },
|
||||
(VkDeviceSize[]) { 0 });
|
||||
|
||||
if (cmd_buffer->state.pipeline != device->meta_state.clear.color_pipeline) {
|
||||
ANV_CALL(CmdBindPipeline)(cmd_buffer_h, VK_PIPELINE_BIND_POINT_GRAPHICS,
|
||||
pipeline_h);
|
||||
}
|
||||
|
||||
ANV_CALL(CmdDraw)(cmd_buffer_h, 3, 1, 0, 0);
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
build_depthstencil_shaders(struct nir_shader **out_vs,
|
||||
struct nir_shader **out_fs)
|
||||
{
|
||||
nir_builder vs_b;
|
||||
nir_builder fs_b;
|
||||
|
||||
nir_builder_init_simple_shader(&vs_b, MESA_SHADER_VERTEX);
|
||||
nir_builder_init_simple_shader(&fs_b, MESA_SHADER_FRAGMENT);
|
||||
|
||||
const struct glsl_type *position_type = glsl_vec4_type();
|
||||
|
||||
nir_variable *vs_in_pos =
|
||||
nir_variable_create(vs_b.shader, nir_var_shader_in, position_type,
|
||||
"a_position");
|
||||
vs_in_pos->data.location = VERT_ATTRIB_GENERIC0;
|
||||
|
||||
nir_variable *vs_out_pos =
|
||||
nir_variable_create(vs_b.shader, nir_var_shader_out, position_type,
|
||||
"gl_Position");
|
||||
vs_out_pos->data.location = VARYING_SLOT_POS;
|
||||
|
||||
nir_copy_var(&vs_b, vs_out_pos, vs_in_pos);
|
||||
|
||||
*out_vs = vs_b.shader;
|
||||
*out_fs = fs_b.shader;
|
||||
}
|
||||
|
||||
static void
|
||||
init_depth_pipeline(struct anv_device *device)
|
||||
{
|
||||
struct nir_shader *vs_nir;
|
||||
struct nir_shader *fs_nir;
|
||||
build_depthstencil_shaders(&vs_nir, &fs_nir);
|
||||
|
||||
const VkPipelineVertexInputStateCreateInfo vi_state = {
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
|
||||
.bindingCount = 1,
|
||||
.pVertexBindingDescriptions = (VkVertexInputBindingDescription[]) {
|
||||
{
|
||||
.binding = 0,
|
||||
.strideInBytes = sizeof(struct depth_clear_vattrs),
|
||||
.stepRate = VK_VERTEX_INPUT_STEP_RATE_VERTEX
|
||||
},
|
||||
},
|
||||
.attributeCount = 2,
|
||||
.pVertexAttributeDescriptions = (VkVertexInputAttributeDescription[]) {
|
||||
{
|
||||
/* VUE Header */
|
||||
.location = 0,
|
||||
.binding = 0,
|
||||
.format = VK_FORMAT_R32G32B32A32_UINT,
|
||||
.offsetInBytes = offsetof(struct depth_clear_vattrs, vue_header),
|
||||
},
|
||||
{
|
||||
/* Position */
|
||||
.location = 1,
|
||||
.binding = 0,
|
||||
.format = VK_FORMAT_R32G32_SFLOAT,
|
||||
.offsetInBytes = offsetof(struct depth_clear_vattrs, position),
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
const VkPipelineDepthStencilStateCreateInfo ds_state = {
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
|
||||
.depthTestEnable = true,
|
||||
.depthCompareOp = VK_COMPARE_OP_ALWAYS,
|
||||
.depthWriteEnable = true,
|
||||
.depthBoundsTestEnable = false,
|
||||
.stencilTestEnable = false,
|
||||
};
|
||||
|
||||
const VkPipelineColorBlendStateCreateInfo cb_state = {
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
|
||||
.alphaToCoverageEnable = false,
|
||||
.alphaToOneEnable = false,
|
||||
.logicOpEnable = false,
|
||||
.attachmentCount = 0,
|
||||
.pAttachments = NULL,
|
||||
};
|
||||
|
||||
device->meta_state.clear.depth_pipeline =
|
||||
create_pipeline(device, vs_nir, fs_nir, &vi_state, &ds_state,
|
||||
&cb_state);
|
||||
}
|
||||
|
||||
static void
|
||||
emit_load_depth_clear(struct anv_cmd_buffer *cmd_buffer,
|
||||
uint32_t attachment, float clear_value)
|
||||
{
|
||||
struct anv_device *device = cmd_buffer->device;
|
||||
VkCmdBuffer cmd_buffer_h = anv_cmd_buffer_to_handle(cmd_buffer);
|
||||
const struct anv_framebuffer *fb = cmd_buffer->state.framebuffer;
|
||||
|
||||
const struct depth_clear_vattrs vertex_data[3] = {
|
||||
{
|
||||
.vue_header = { 0 },
|
||||
.position = { 0.0, 0.0 },
|
||||
},
|
||||
{
|
||||
.vue_header = { 0 },
|
||||
.position = { fb->width, 0.0 },
|
||||
},
|
||||
{
|
||||
.vue_header = { 0 },
|
||||
.position = { fb->width, fb->height },
|
||||
},
|
||||
};
|
||||
|
||||
struct anv_state state =
|
||||
anv_cmd_buffer_alloc_dynamic_state(cmd_buffer, sizeof(vertex_data), 16);
|
||||
memcpy(state.map, vertex_data, sizeof(vertex_data));
|
||||
|
||||
struct anv_buffer vertex_buffer = {
|
||||
.device = device,
|
||||
.size = sizeof(vertex_data),
|
||||
.bo = &device->dynamic_state_block_pool.bo,
|
||||
.offset = state.offset,
|
||||
};
|
||||
|
||||
anv_cmd_buffer_begin_subpass(cmd_buffer,
|
||||
&(struct anv_subpass) {
|
||||
.color_count = 0,
|
||||
.depth_stencil_attachment = attachment,
|
||||
});
|
||||
|
||||
ANV_CALL(CmdSetViewport)(cmd_buffer_h, 1,
|
||||
(VkViewport[]) {
|
||||
{
|
||||
.originX = 0,
|
||||
.originY = 0,
|
||||
.width = fb->width,
|
||||
.height = fb->height,
|
||||
.minDepth = clear_value,
|
||||
.maxDepth = clear_value,
|
||||
},
|
||||
});
|
||||
|
||||
ANV_CALL(CmdSetScissor)(cmd_buffer_h, 1,
|
||||
(VkRect2D[]) {
|
||||
{
|
||||
.offset = { 0, 0 },
|
||||
.extent = { fb->width, fb->height },
|
||||
}
|
||||
});
|
||||
|
||||
ANV_CALL(CmdBindVertexBuffers)(cmd_buffer_h, 0, 1,
|
||||
(VkBuffer[]) { anv_buffer_to_handle(&vertex_buffer) },
|
||||
(VkDeviceSize[]) { 0 });
|
||||
|
||||
if (cmd_buffer->state.pipeline != device->meta_state.clear.depth_pipeline) {
|
||||
VkPipeline pipeline_h =
|
||||
anv_pipeline_to_handle(device->meta_state.clear.depth_pipeline);
|
||||
ANV_CALL(CmdBindPipeline)(cmd_buffer_h, VK_PIPELINE_BIND_POINT_GRAPHICS,
|
||||
pipeline_h);
|
||||
}
|
||||
|
||||
ANV_CALL(CmdDraw)(cmd_buffer_h, 3, 1, 0, 0);
|
||||
}
|
||||
|
||||
void
|
||||
anv_device_init_meta_clear_state(struct anv_device *device)
|
||||
{
|
||||
init_color_pipeline(device);
|
||||
init_depth_pipeline(device);
|
||||
}
|
||||
|
||||
void
|
||||
anv_device_finish_meta_clear_state(struct anv_device *device)
|
||||
{
|
||||
ANV_CALL(DestroyPipeline)(anv_device_to_handle(device),
|
||||
anv_pipeline_to_handle(device->meta_state.clear.color_pipeline));
|
||||
ANV_CALL(DestroyPipeline)(anv_device_to_handle(device),
|
||||
anv_pipeline_to_handle(device->meta_state.clear.depth_pipeline));
|
||||
}
|
||||
|
||||
void
|
||||
anv_cmd_buffer_clear_attachments(struct anv_cmd_buffer *cmd_buffer,
|
||||
struct anv_render_pass *pass,
|
||||
const VkClearValue *clear_values)
|
||||
{
|
||||
struct anv_meta_saved_state saved_state;
|
||||
|
||||
meta_clear_begin(&saved_state, cmd_buffer);
|
||||
|
||||
for (uint32_t a = 0; a < pass->attachment_count; ++a) {
|
||||
struct anv_render_pass_attachment *att = &pass->attachments[a];
|
||||
|
||||
if (anv_format_is_color(att->format)) {
|
||||
if (att->load_op == VK_ATTACHMENT_LOAD_OP_CLEAR) {
|
||||
emit_load_color_clear(cmd_buffer, a, clear_values[a].color);
|
||||
}
|
||||
} else {
|
||||
if (att->format->depth_format &&
|
||||
att->load_op == VK_ATTACHMENT_LOAD_OP_CLEAR) {
|
||||
emit_load_depth_clear(cmd_buffer, a, clear_values[a].depthStencil.depth);
|
||||
}
|
||||
|
||||
if (att->format->has_stencil &&
|
||||
att->stencil_load_op == VK_ATTACHMENT_LOAD_OP_CLEAR) {
|
||||
anv_finishme("stencil load clear");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
meta_clear_end(&saved_state, cmd_buffer);
|
||||
}
|
||||
|
||||
void anv_CmdClearColorImage(
|
||||
@@ -399,9 +605,7 @@ void anv_CmdClearColorImage(
|
||||
ANV_FROM_HANDLE(anv_image, image, _image);
|
||||
struct anv_meta_saved_state saved_state;
|
||||
|
||||
anv_meta_save(&saved_state, cmd_buffer,
|
||||
(1 << VK_DYNAMIC_STATE_VIEWPORT));
|
||||
cmd_buffer->state.dynamic.viewport.count = 0;
|
||||
meta_clear_begin(&saved_state, cmd_buffer);
|
||||
|
||||
for (uint32_t r = 0; r < rangeCount; r++) {
|
||||
for (uint32_t l = 0; l < pRanges[r].mipLevels; l++) {
|
||||
@@ -492,27 +696,17 @@ void anv_CmdClearColorImage(
|
||||
.renderPass = pass,
|
||||
.framebuffer = fb,
|
||||
.clearValueCount = 1,
|
||||
.pClearValues = NULL,
|
||||
.pClearValues = (VkClearValue[]) {
|
||||
{ .color = *pColor },
|
||||
},
|
||||
}, VK_RENDER_PASS_CONTENTS_INLINE);
|
||||
|
||||
struct clear_instance_data instance_data = {
|
||||
.vue_header = {
|
||||
.RTAIndex = 0,
|
||||
.ViewportIndex = 0,
|
||||
.PointWidth = 0.0
|
||||
},
|
||||
.color = *pColor,
|
||||
};
|
||||
|
||||
meta_emit_clear(cmd_buffer, 1, &instance_data,
|
||||
(VkClearDepthStencilValue) {0});
|
||||
|
||||
ANV_CALL(CmdEndRenderPass)(anv_cmd_buffer_to_handle(cmd_buffer));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
anv_meta_restore(&saved_state, cmd_buffer);
|
||||
meta_clear_end(&saved_state, cmd_buffer);
|
||||
}
|
||||
|
||||
void anv_CmdClearDepthStencilImage(
|
||||
|
||||
@@ -30,6 +30,7 @@ extern "C" {
|
||||
struct anv_device;
|
||||
|
||||
void anv_device_init_meta_clear_state(struct anv_device *device);
|
||||
void anv_device_finish_meta_clear_state(struct anv_device *device);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
||||
@@ -448,7 +448,8 @@ void anv_finish_wsi(struct anv_instance *instance);
|
||||
|
||||
struct anv_meta_state {
|
||||
struct {
|
||||
VkPipeline pipeline;
|
||||
struct anv_pipeline *color_pipeline;
|
||||
struct anv_pipeline *depth_pipeline;
|
||||
} clear;
|
||||
|
||||
struct {
|
||||
|
||||
Reference in New Issue
Block a user