Mesa (master): zink: handle clears with scissor regions
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Fri Jan 15 16:46:10 UTC 2021
Module: Mesa
Branch: master
Commit: a131d06f170e8acfb4ff01dd63afcb25d71380ad
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=a131d06f170e8acfb4ff01dd63afcb25d71380ad
Author: Mike Blumenkrantz <michael.blumenkrantz at gmail.com>
Date: Thu Aug 13 13:44:56 2020 -0400
zink: handle clears with scissor regions
this just sets the info struct members as needed
Reviewed-by: Adam Jackson <ajax at redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8512>
---
src/gallium/drivers/zink/zink_clear.c | 127 ++++++++++++++++++++++++++++++----
1 file changed, 114 insertions(+), 13 deletions(-)
diff --git a/src/gallium/drivers/zink/zink_clear.c b/src/gallium/drivers/zink/zink_clear.c
index e8dbe01e334..de834b612e8 100644
--- a/src/gallium/drivers/zink/zink_clear.c
+++ b/src/gallium/drivers/zink/zink_clear.c
@@ -23,8 +23,26 @@
#include "zink_context.h"
#include "zink_resource.h"
+#include "util/format/u_format.h"
#include "util/u_framebuffer.h"
+#include "util/format_srgb.h"
+#include "util/u_rect.h"
+static inline bool
+check_3d_layers(struct pipe_surface *psurf)
+{
+ /* SPEC PROBLEM:
+ * though the vk spec doesn't seem to explicitly address this, currently drivers
+ * are claiming that all 3D images have a single "3D" layer regardless of layercount,
+ * so we can never clear them if we aren't trying to clear only layer 0
+ */
+ if (psurf->u.tex.first_layer)
+ return false;
+
+ if (psurf->u.tex.last_layer - psurf->u.tex.first_layer > 0)
+ return false;
+ return true;
+}
static void
clear_in_rp(struct pipe_context *pctx,
@@ -72,11 +90,16 @@ clear_in_rp(struct pipe_context *pctx,
++num_attachments;
}
- VkClearRect cr;
- cr.rect.offset.x = 0;
- cr.rect.offset.y = 0;
- cr.rect.extent.width = fb->width;
- cr.rect.extent.height = fb->height;
+ VkClearRect cr = {};
+ if (scissor_state) {
+ cr.rect.offset.x = scissor_state->minx;
+ cr.rect.offset.y = scissor_state->miny;
+ cr.rect.extent.width = MIN2(fb->width, scissor_state->maxx - scissor_state->minx);
+ cr.rect.extent.height = MIN2(fb->height, scissor_state->maxy - scissor_state->miny);
+ } else {
+ cr.rect.extent.width = fb->width;
+ cr.rect.extent.height = fb->height;
+ }
cr.baseArrayLayer = 0;
cr.layerCount = util_framebuffer_get_num_layers(fb);
vkCmdClearAttachments(batch->cmdbuf, num_attachments, attachments, 1, &cr);
@@ -90,16 +113,94 @@ zink_clear(struct pipe_context *pctx,
double depth, unsigned stencil)
{
struct zink_context *ctx = zink_context(pctx);
+ struct pipe_framebuffer_state *fb = &ctx->fb_state;
+ struct zink_batch *batch = zink_curr_batch(ctx);
- /* FIXME: this is very inefficient; if no renderpass has been started yet,
- * we should record the clear if it's full-screen, and apply it as we
- * start the render-pass. Otherwise we can do a partial out-of-renderpass
- * clear.
- */
- zink_batch_rp(ctx);
- assert(zink_curr_batch(ctx)->in_rp);
- if (zink_curr_batch(ctx)->in_rp || ctx->render_condition_active) {
+ if (scissor_state) {
+ bool need_rp = false;
+ struct u_rect intersect = {0, fb->width, 0, fb->height};
+ struct u_rect scissor = {scissor_state->minx, scissor_state->maxx, scissor_state->miny, scissor_state->maxy};
+ if (!u_rect_test_intersection(&scissor, &intersect))
+ need_rp = true;
+ else {
+ u_rect_find_intersection(&scissor, &intersect);
+ if (intersect.x0 != 0 || intersect.y0 != 0 ||
+ intersect.x1 != fb->width || intersect.y1 != fb->height)
+ need_rp = true;
+ }
+ if (need_rp)
+ /* FIXME: this is very inefficient; if no renderpass has been started yet,
+ * we should record the clear if it's full-screen, and apply it as we
+ * start the render-pass. Otherwise we can do a partial out-of-renderpass
+ * clear.
+ */
+ batch = zink_batch_rp(ctx);
+ }
+
+ if (batch->in_rp || ctx->render_condition_active) {
clear_in_rp(pctx, buffers, scissor_state, pcolor, depth, stencil);
return;
}
+
+ VkImageSubresourceRange range = {};
+ range.levelCount = 1;
+ if (buffers & PIPE_CLEAR_COLOR) {
+ range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ for (unsigned i = 0; i < fb->nr_cbufs; i++) {
+ if (!(buffers & (PIPE_CLEAR_COLOR0 << i)) || !fb->cbufs[i])
+ continue;
+ VkClearColorValue color;
+ struct pipe_surface *psurf = fb->cbufs[i];
+
+ if (psurf->texture->target == PIPE_TEXTURE_3D && !check_3d_layers(psurf)) {
+ clear_in_rp(pctx, buffers, scissor_state, pcolor, depth, stencil);
+ return;
+ }
+
+ struct zink_resource *res = zink_resource(psurf->texture);
+ if (res->layout != VK_IMAGE_LAYOUT_GENERAL && res->layout != VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL)
+ zink_resource_barrier(batch->cmdbuf, res, range.aspectMask, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
+ if (psurf->format != res->base.format &&
+ !util_format_is_srgb(psurf->format) && util_format_is_srgb(res->base.format)) {
+ /* if SRGB mode is disabled for the fb with a backing srgb image then we have to
+ * convert this to srgb color
+ */
+ color.float32[0] = util_format_srgb_to_linear_float(pcolor->f[0]);
+ color.float32[1] = util_format_srgb_to_linear_float(pcolor->f[1]);
+ color.float32[2] = util_format_srgb_to_linear_float(pcolor->f[2]);
+ } else {
+ color.float32[0] = pcolor->f[0];
+ color.float32[1] = pcolor->f[1];
+ color.float32[2] = pcolor->f[2];
+ }
+ color.float32[3] = pcolor->f[3];
+ range.baseMipLevel = psurf->u.tex.level;
+ range.baseArrayLayer = psurf->u.tex.first_layer;
+ range.layerCount = psurf->u.tex.last_layer - psurf->u.tex.first_layer + 1;
+
+ vkCmdClearColorImage(batch->cmdbuf, res->image, res->layout, &color, 1, &range);
+ }
+ }
+
+ range.aspectMask = 0;
+ if (buffers & PIPE_CLEAR_DEPTHSTENCIL && fb->zsbuf) {
+ if (fb->zsbuf->texture->target == PIPE_TEXTURE_3D && !check_3d_layers(fb->zsbuf)) {
+ clear_in_rp(pctx, buffers, scissor_state, pcolor, depth, stencil);
+ return;
+ }
+
+ if (buffers & PIPE_CLEAR_DEPTH)
+ range.aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
+ if (buffers & PIPE_CLEAR_STENCIL)
+ range.aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
+ VkClearDepthStencilValue zs_value = {depth, stencil};
+ range.baseMipLevel = fb->zsbuf->u.tex.level;
+ range.baseArrayLayer = fb->zsbuf->u.tex.first_layer;
+ range.layerCount = fb->zsbuf->u.tex.last_layer - fb->zsbuf->u.tex.first_layer + 1;
+
+ struct zink_resource *res = zink_resource(fb->zsbuf->texture);
+ if (res->layout != VK_IMAGE_LAYOUT_GENERAL && res->layout != VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL)
+ zink_resource_barrier(batch->cmdbuf, res, range.aspectMask, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
+ vkCmdClearDepthStencilImage(batch->cmdbuf, res->image, res->layout, &zs_value, 1, &range);
+ }
}
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