Mesa (main): v3dv: remove fallback path for vkCmdClearAttachments
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Mon Jul 12 07:56:03 UTC 2021
Module: Mesa
Branch: main
Commit: 5ba7f64b454b78c71be0827c74f37497fd135822
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=5ba7f64b454b78c71be0827c74f37497fd135822
Author: Iago Toral Quiroga <itoral at igalia.com>
Date: Thu Jul 8 13:13:17 2021 +0200
v3dv: remove fallback path for vkCmdClearAttachments
Now that we support layered clears this code is dead.
Reviewed-by: Alejandro Piñeiro <apinheiro at igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11783>
---
src/broadcom/vulkan/v3dv_meta_clear.c | 354 ----------------------------------
1 file changed, 354 deletions(-)
diff --git a/src/broadcom/vulkan/v3dv_meta_clear.c b/src/broadcom/vulkan/v3dv_meta_clear.c
index 7bbb4aa50a6..9d6a39e074c 100644
--- a/src/broadcom/vulkan/v3dv_meta_clear.c
+++ b/src/broadcom/vulkan/v3dv_meta_clear.c
@@ -827,261 +827,6 @@ fail:
return result;
}
-static VkFormat
-get_color_format_for_depth_stencil_format(VkFormat format)
-{
- /* For single depth/stencil aspect formats, we just choose a compatible
- * 1 channel format, but for combined depth/stencil we want an RGBA format
- * so we can specify the channels we want to write.
- */
- switch (format) {
- case VK_FORMAT_D16_UNORM:
- return VK_FORMAT_R16_UINT;
- case VK_FORMAT_D32_SFLOAT:
- return VK_FORMAT_R32_SFLOAT;
- case VK_FORMAT_X8_D24_UNORM_PACK32:
- case VK_FORMAT_D24_UNORM_S8_UINT:
- return VK_FORMAT_R8G8B8A8_UINT;
- default:
- unreachable("Unsupported depth/stencil format");
- };
-}
-
-/**
- * Emits a scissored quad in the clear color, however, unlike the subpass
- * versions, this creates its own framebuffer setup with a single color
- * attachment, and therefore spanws new jobs, making it much slower than the
- * subpass version.
- *
- * This path is only used when we have clears on layers other than the
- * base layer in a framebuffer attachment, since we don't currently
- * support any form of layered rendering that would allow us to implement
- * this in the subpass version.
- *
- * Notice this can also handle depth/stencil formats by rendering to the
- * depth/stencil target using a compatible color format.
- */
-static void
-emit_color_clear_rect(struct v3dv_cmd_buffer *cmd_buffer,
- uint32_t attachment_idx,
- VkFormat rt_format,
- uint32_t rt_samples,
- uint32_t rt_components,
- VkClearColorValue clear_color,
- const VkClearRect *rect)
-{
- assert(cmd_buffer->state.pass);
- struct v3dv_device *device = cmd_buffer->device;
- struct v3dv_render_pass *pass = cmd_buffer->state.pass;
-
- assert(attachment_idx != VK_ATTACHMENT_UNUSED &&
- attachment_idx < pass->attachment_count);
-
- struct v3dv_meta_color_clear_pipeline *pipeline = NULL;
- VkResult result =
- get_color_clear_pipeline(device,
- NULL, 0, /* Not using current subpass */
- 0, attachment_idx,
- rt_format, rt_samples, rt_components, false,
- &pipeline);
- if (result != VK_SUCCESS) {
- if (result == VK_ERROR_OUT_OF_HOST_MEMORY)
- v3dv_flag_oom(cmd_buffer, NULL);
- return;
- }
- assert(pipeline && pipeline->pipeline && pipeline->pass);
-
- /* Since we are not emitting the draw call in the current subpass we should
- * be caching the clear pipeline and we don't have to take care of destorying
- * it below.
- */
- assert(pipeline->cached);
-
- /* Store command buffer state for the current subpass before we interrupt
- * it to emit the color clear pass and then finish the job for the
- * interrupted subpass.
- */
- v3dv_cmd_buffer_meta_state_push(cmd_buffer, false);
- v3dv_cmd_buffer_finish_job(cmd_buffer);
-
- struct v3dv_framebuffer *subpass_fb =
- v3dv_framebuffer_from_handle(cmd_buffer->state.meta.framebuffer);
- VkCommandBuffer cmd_buffer_handle = v3dv_cmd_buffer_to_handle(cmd_buffer);
- VkDevice device_handle = v3dv_device_to_handle(cmd_buffer->device);
-
- /* If we are clearing a depth/stencil attachment as a color attachment
- * then we need to configure the framebuffer to the compatible color
- * format.
- */
- const struct v3dv_image_view *att_iview =
- subpass_fb->attachments[attachment_idx];
- const bool is_depth_or_stencil =
- vk_format_is_depth_or_stencil(att_iview->vk_format);
-
- /* Emit the pass for each attachment layer, which creates a framebuffer
- * for each selected layer of the attachment and then renders a scissored
- * quad in the clear color.
- */
- uint32_t dirty_dynamic_state = 0;
- for (uint32_t i = 0; i < rect->layerCount; i++) {
- VkImageViewCreateInfo fb_layer_view_info = {
- .sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
- .image = v3dv_image_to_handle((struct v3dv_image *)att_iview->image),
- .viewType =
- v3dv_image_type_to_view_type(att_iview->image->type),
- .format = is_depth_or_stencil ? rt_format : att_iview->vk_format,
- .subresourceRange = {
- .aspectMask = is_depth_or_stencil ? VK_IMAGE_ASPECT_COLOR_BIT :
- att_iview->aspects,
- .baseMipLevel = att_iview->base_level,
- .levelCount = att_iview->max_level - att_iview->base_level + 1,
- .baseArrayLayer = att_iview->first_layer + rect->baseArrayLayer + i,
- .layerCount = 1,
- },
- };
- VkImageView fb_attachment;
- result = v3dv_CreateImageView(v3dv_device_to_handle(device),
- &fb_layer_view_info,
- &device->vk.alloc, &fb_attachment);
- if (result != VK_SUCCESS)
- goto fail;
-
- v3dv_cmd_buffer_add_private_obj(
- cmd_buffer, (uintptr_t)fb_attachment,
- (v3dv_cmd_buffer_private_obj_destroy_cb)v3dv_DestroyImageView);
-
- VkFramebufferCreateInfo fb_info = {
- .sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
- .renderPass = v3dv_render_pass_to_handle(pass),
- .attachmentCount = 1,
- .pAttachments = &fb_attachment,
- .width = subpass_fb->width,
- .height = subpass_fb->height,
- .layers = 1,
- };
-
- VkFramebuffer fb;
- result = v3dv_CreateFramebuffer(device_handle, &fb_info,
- &cmd_buffer->device->vk.alloc, &fb);
- if (result != VK_SUCCESS)
- goto fail;
-
- v3dv_cmd_buffer_add_private_obj(
- cmd_buffer, (uintptr_t)fb,
- (v3dv_cmd_buffer_private_obj_destroy_cb)v3dv_DestroyFramebuffer);
-
- VkRenderPassBeginInfo rp_info = {
- .sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
- .renderPass = pipeline->pass,
- .framebuffer = fb,
- .renderArea = {
- .offset = { rect->rect.offset.x, rect->rect.offset.y },
- .extent = { rect->rect.extent.width, rect->rect.extent.height } },
- .clearValueCount = 0,
- };
-
- v3dv_CmdBeginRenderPass(cmd_buffer_handle, &rp_info,
- VK_SUBPASS_CONTENTS_INLINE);
-
- struct v3dv_job *job = cmd_buffer->state.job;
- if (!job)
- goto fail;
- job->is_subpass_continue = true;
-
- v3dv_CmdPushConstants(cmd_buffer_handle,
- device->meta.color_clear.p_layout,
- VK_SHADER_STAGE_FRAGMENT_BIT, 0, 16,
- &clear_color);
-
- v3dv_CmdBindPipeline(cmd_buffer_handle,
- VK_PIPELINE_BIND_POINT_GRAPHICS,
- pipeline->pipeline);
-
- const VkViewport viewport = {
- .x = rect->rect.offset.x,
- .y = rect->rect.offset.y,
- .width = rect->rect.extent.width,
- .height = rect->rect.extent.height,
- .minDepth = 0.0f,
- .maxDepth = 1.0f
- };
- v3dv_CmdSetViewport(cmd_buffer_handle, 0, 1, &viewport);
- v3dv_CmdSetScissor(cmd_buffer_handle, 0, 1, &rect->rect);
-
- v3dv_CmdDraw(cmd_buffer_handle, 4, 1, 0, 0);
-
- v3dv_CmdEndRenderPass(cmd_buffer_handle);
- }
-
- /* The clear pipeline sets viewport and scissor state, so we need
- * to restore it
- */
- dirty_dynamic_state = V3DV_CMD_DIRTY_VIEWPORT | V3DV_CMD_DIRTY_SCISSOR;
-
-fail:
- v3dv_cmd_buffer_meta_state_pop(cmd_buffer, dirty_dynamic_state, true);
-}
-
-static void
-emit_ds_clear_rect(struct v3dv_cmd_buffer *cmd_buffer,
- VkImageAspectFlags aspects,
- uint32_t attachment_idx,
- VkClearDepthStencilValue clear_ds,
- const VkClearRect *rect)
-{
- assert(cmd_buffer->state.pass);
- assert(attachment_idx != VK_ATTACHMENT_UNUSED);
- assert(attachment_idx < cmd_buffer->state.pass->attachment_count);
-
- VkFormat format =
- cmd_buffer->state.pass->attachments[attachment_idx].desc.format;
- assert ((aspects & ~vk_format_aspects(format)) == 0);
-
- uint32_t samples =
- cmd_buffer->state.pass->attachments[attachment_idx].desc.samples;
-
- enum pipe_format pformat = vk_format_to_pipe_format(format);
- VkClearColorValue clear_color;
- uint32_t clear_zs =
- util_pack_z_stencil(pformat, clear_ds.depth, clear_ds.stencil);
-
- /* We implement depth/stencil clears by turning them into color clears
- * with a compatible color format.
- */
- VkFormat color_format = get_color_format_for_depth_stencil_format(format);
-
- uint32_t comps;
- if (color_format == VK_FORMAT_R8G8B8A8_UINT) {
- /* We are clearing a D24 format so we need to select the channels that we
- * are being asked to clear to avoid clearing aspects that should be
- * preserved. Also, the hardware uses the MSB channels to store the D24
- * component, so we need to shift the components in the clear value to
- * match that.
- */
- comps = 0;
- if (aspects & VK_IMAGE_ASPECT_STENCIL_BIT) {
- comps |= VK_COLOR_COMPONENT_R_BIT;
- clear_color.uint32[0] = clear_zs >> 24;
- }
- if (aspects & VK_IMAGE_ASPECT_DEPTH_BIT) {
- comps |= VK_COLOR_COMPONENT_G_BIT |
- VK_COLOR_COMPONENT_B_BIT |
- VK_COLOR_COMPONENT_A_BIT;
- clear_color.uint32[1] = (clear_zs >> 0) & 0xff;
- clear_color.uint32[2] = (clear_zs >> 8) & 0xff;
- clear_color.uint32[3] = (clear_zs >> 16) & 0xff;
- }
- } else {
- /* For anything else we use a single component format */
- comps = VK_COLOR_COMPONENT_R_BIT;
- clear_color.uint32[0] = clear_zs;
- }
-
- emit_color_clear_rect(cmd_buffer, attachment_idx,
- color_format, samples, comps,
- clear_color, rect);
-}
-
/* Emits a scissored quad in the clear color */
static void
emit_subpass_color_clear_rects(struct v3dv_cmd_buffer *cmd_buffer,
@@ -1274,44 +1019,6 @@ emit_subpass_ds_clear_rects(struct v3dv_cmd_buffer *cmd_buffer,
v3dv_cmd_buffer_meta_state_pop(cmd_buffer, dynamic_states, false);
}
-static bool
-is_subrect(const VkRect2D *r0, const VkRect2D *r1)
-{
- return r0->offset.x <= r1->offset.x &&
- r0->offset.y <= r1->offset.y &&
- r0->offset.x + r0->extent.width >= r1->offset.x + r1->extent.width &&
- r0->offset.y + r0->extent.height >= r1->offset.y + r1->extent.height;
-}
-
-static bool
-can_use_tlb_clear(struct v3dv_cmd_buffer *cmd_buffer,
- uint32_t rect_count,
- const VkClearRect* rects)
-{
- const struct v3dv_framebuffer *framebuffer = cmd_buffer->state.framebuffer;
-
- const VkRect2D *render_area = &cmd_buffer->state.render_area;
-
- /* Check if we are clearing a single region covering the entire framebuffer
- * and that we are not constrained by the current render area.
- *
- * From the Vulkan 1.0 spec:
- *
- * "The vkCmdClearAttachments command is not affected by the bound
- * pipeline state."
- *
- * So we can ignore scissor and viewport state for this check.
- */
- const VkRect2D fb_rect = {
- { 0, 0 },
- { framebuffer->width, framebuffer->height }
- };
-
- return rect_count == 1 &&
- is_subrect(&rects[0].rect, &fb_rect) &&
- is_subrect(render_area, &fb_rect);
-}
-
static void
handle_deferred_clear_attachments(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t attachmentCount,
@@ -1438,65 +1145,4 @@ v3dv_CmdClearAttachments(VkCommandBuffer commandBuffer,
rectCount, pRects);
}
}
- return;
-
- perf_debug("Falling back to slow path for vkCmdClearAttachments due to "
- "clearing layers other than the base array layer.\n");
-
- /* If we can't handle this as a draw call inside the current job then we
- * will have to spawn jobs for the clears, which will be slow. In that case,
- * try to use the TLB to clear if possible.
- */
- if (can_use_tlb_clear(cmd_buffer, rectCount, pRects)) {
- v3dv_X(cmd_buffer->device, cmd_buffer_emit_tlb_clear)
- (cmd_buffer, attachmentCount, pAttachments,
- pRects[0].baseArrayLayer, pRects[0].layerCount);
- return;
- }
-
- /* Otherwise, fall back to drawing rects with the clear value using a
- * separate job. This is the slowest path.
- */
- for (uint32_t i = 0; i < attachmentCount; i++) {
- uint32_t attachment_idx = VK_ATTACHMENT_UNUSED;
-
- if (pAttachments[i].aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
- uint32_t rt_idx = pAttachments[i].colorAttachment;
- attachment_idx = subpass->color_attachments[rt_idx].attachment;
- } else if (pAttachments[i].aspectMask & (VK_IMAGE_ASPECT_DEPTH_BIT |
- VK_IMAGE_ASPECT_STENCIL_BIT)) {
- attachment_idx = subpass->ds_attachment.attachment;
- }
-
- if (attachment_idx == VK_ATTACHMENT_UNUSED)
- continue;
-
- if (pAttachments[i].aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
- const uint32_t components = VK_COLOR_COMPONENT_R_BIT |
- VK_COLOR_COMPONENT_G_BIT |
- VK_COLOR_COMPONENT_B_BIT |
- VK_COLOR_COMPONENT_A_BIT;
- const uint32_t samples =
- cmd_buffer->state.pass->attachments[attachment_idx].desc.samples;
- const VkFormat format =
- cmd_buffer->state.pass->attachments[attachment_idx].desc.format;
- for (uint32_t j = 0; j < rectCount; j++) {
- emit_color_clear_rect(cmd_buffer,
- attachment_idx,
- format,
- samples,
- components,
- pAttachments[i].clearValue.color,
- &pRects[j]);
- }
- } else {
- for (uint32_t j = 0; j < rectCount; j++) {
- emit_ds_clear_rect(cmd_buffer,
- pAttachments[i].aspectMask,
- attachment_idx,
- pAttachments[i].clearValue.depthStencil,
- &pRects[j]);
- }
- }
- }
}
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